Discussions
1,334 discussions.
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I've been thinking of this recently about how chests are almost never used unless by the 1% of players that do run coins and chest perks. It would be really cool to see Chest related builds for the killer side which I think could also increase pick rates for perks such as Human greed and Hoarder (especially Hoarder). a few different names for them could be, Relic/Artifact/Trinket perks. It is th2 comments 61 views last activity
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31AM 💀 New Chapter Concept: "Howls of Death"Hello Fog Travelers,As a global top-tier Knight main, I wanted to design a mechanically complex, highly atmospheric macro-pressure Killer that seamlessly expands on the existing medieval lore of The Decimated Borgo realm Inspired by dark fantasy, classic gothic art, and the inevitability of mortality, I present: The Howls of Death Chapter 🩸 New Kill0 comments 61 views last activity
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💀 New Chapter Concept: "Howls of Death"Hello Fog Travelers,As a global top-tier Knight main, I wanted to design a mechanically complex, highly atmospheric macro-pressure Killer that seamlessly expands on the existing medieval lore of The Decimated Borgo realm [fandom.com]. Inspired by dark fantasy, classic gothic art, and the inevitability of mortality, I present: The Howls of Death Chapter 🩸0 comments 21 views last activity
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You would think only having 4 perk slots would make this easy. Instead, the sheer amount of options combined with only having 4 slots often leaves me completely overwhelmed. To be more precise: making a functional build isn't the hard part. So far I've mostly used generalist builds that work reasonably well on every Killer. And that's fine. But I want to start building specifically around each K5 comments 161 views last activity
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The last week i really enjoyed the new feature of being able to see my teammates perks and i just thought for myself if there could be any other easy adjustments to make the flow/gain of informations between solo-q and swf closer together. So i was thinking about the following: Let's imagine the situation of the killer chasing a survivor and he is hitting a basic attack: The Survivor notices th31 comments 774 views last activity
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I have two ideas: Instead of being broken and injured after performing the invocation different things should happen depending on how many perform the ritual. One person: Loose 2 health states. Two people: each person looses one health state. Three or four people: nothing is lost. This would keep a sense of risk as it is obviously done in the basement, it would benefit survivors in the way of3 comments 51 views last activity
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why when I play killer I go against a p100 4 stack 9/10 times ? is there an explanation or are killers just made to suffer, thanks11 comments 311 views last activity
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To the Dead by Daylight Development Team, As dedicated players with a deep investment in your game, my colleague and I are reaching out to share a comprehensive list of critical issues and strategic suggestions. Our perspective is rooted in extensive experience: I have personally logged 7,800 hours in the Fog, while my partner has surpassed the 2,000-hour mark. Having witnessed the g19 comments 522 views last activity
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Would anyone else like it if your loadout told you what perks were being affected by diminishing returns? (and maybe even better, how much your percentages will be affected) No indication makes this system hard to wrap my head around and I can't imagine this is too friendly for new players who likely won't even know of the existence of diminishing returns.1 comments 11 views last activity
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The power is a jack-of-all-trades. She has a projectile but with a sizeable cooldown, so missing does punish her. The gameplay loop is successful hit = creates TP spot, get downs and use abilities, fill meter to start a chase on anyone you'd like with them being Exposed. The TP would be more like Freddy's so it's reactable, and the cancel allows mindgames1 comments 32 views last activity
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Drop-Leg Knife Sheath + Outdoor Security Camera & See How They Run/Play with your Food + Coup de Grace, You can't realistically loop this unless you are right next to a Strong Pallet. The Counterplay is stealthing and hope you don't get found, because if you do you either go down or, if you are lucky, you only get Injured and they instantly leave you to pick you off later. It is super un18 comments 331 views last activity
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Because Fruits of your Labor is a ramp up perk its boosts get pretty insane very quickly. This perk (unless the numbers get nerfed) is a 20->40->60->80->100% healing progress combined with (presumably) a 5->10->15->20->25% haste for 2 seconds. (and even the 5 gen effect is basically Adrenaline with 25% worse haste, no anti-slug or free mend, but no exhaustion and a ton of4 comments 212 views last activity
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Dead by Daylight Chapter Concept – “The Black Phone” --- New Killer: The Grabber The Grabber is a psychological, control-based killer who thrives on fear, isolation, and forcing survivors into high-risk situations. Rather than overwhelming survivors with raw strength, he manipulates the environment—turning parts of the map into deadly zones where one mistake can quickly snowball into dis1 comments 22 views last activity
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As we all know from a previous update, the bloodweb got a quality of life update allowing players to upgrade their characters by selecting how many levels they would like to spend on said character without going through every single web. However the one concern that I have always had with it is how the system works. Unless it's been changed, as far as I am aware, the purchasing system chooses Per1 comments 31 views last activity
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The Cenobite’s old perk “Deadlock” could be made partly basekit. This would mean after a generator is complete: The generator with the most progress is blocked for 15 seconds The perk “Deadlock” is changed to only add an extra 10 seconds to this timer, making it the same as usual. this change would do several nice things, such as: Stopping multiple gens from popping back to back, which is9 comments 121 views last activity
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Simple survivor chapter inspired by LOST featuring Jack and Kate Tried to keep the perks and overall design close to how Dead by Daylight handles survivor chapters Optional map concept included as well ، perks : Optional map conceept : hope we see something li0 comments 22 views last activity
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This has been an issue since Dead By Daylight was released on Switch 1. I understand that the game was very limited on the Switch 1 due of is specs. But i can´t understand why the game on Switch 2 is abandoned by the company. In Steam deck, which it has same specs, you can run the game in better graphics, in better frames and with keyboard and mouse. Meanwhile in Switch 2, the game is the1 comments 571 views last activity
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Skill checks are a fundamentally awkward thing for killers to build around as skill checks are effectively RNG based with survivors being more likely to fail at lower MMRs. This makes killer skill check perks noob stompy and very inconsistent by nature and thus hard to balance (If you balance around skill check fails almost never happening then these perks will dominate against new players where0 comments 61 views last activity
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It has been well over a year since the last time we have gotten a new Invocation perk, the last one was released in november of 2024 with Doomed Course. Invocations are a perk type with so much potential, forcing survivors to give up something in order to gain a buff that will last the whole trial. But it is strange to see BHVR seemingly forget this perk type exists. Seeing the new survivor comin12 comments 231 views last activity
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Even with Diminishing Returns, full luck builds can give at least 3 self-unhooks 58% of the time - and for at least 2 its 88% of the time. On top of this, luck builds promote uninteractive play, outright denying killer pressure and leading to them feeling like they're fighting the game's systems rather than the players themselves. It's long past time Luck was deleted - if a self-unhook isn't5 comments 121 views last activity
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Right now i’m fooling around with Repressed Alliance to see if I can garner any value out of it. Here’s RepBoom v.1 the break down: Deja Vu feeds RepAll (Repressed Alliance) *once you have RepAll and BlastMine the game begins. Step 1. Find a Gen. (Deja Vu helps here) Step 2. Determine if you have time to finish the Gen you are currently working, i0 comments 21 views last activity
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Had a kinda weird idea for this system. Instead of perks being hidden for the opposition it would be cool if you could reveal them just by seeing them in action. Some examples so I don’t lose people here. Say you’re in chase and you visually see the killer vault and the window gets blocks the hud will reveal that to be bamboozle only for you(not for other survivors) in the menu. and on the co0 comments 1 views last activity
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[According to Nightlight] So, I decided to look at the least used perks in this game. The list goes from least to most used out of those 20. Teamwork: Toughen Up (Rick Grimes) Invocation: Treacherous Crows (Taurie Cain) Road Life (Vee Boonyasak) Teamwork: Collective Stealth (Renato Lyra) Apocalyptic Ingenuity (Rick Grimes) Deadline (Alan Wake) Cut Loose (Thalita Lyra) Moment of Glory (T32 comments 612 views last activity
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All in all coming in I want to say I think diminishing returns is a GOOD idea. However, right now the idea feels bad because no perks got changed. This this discussion, I only have two main suggestions. Diminishing Returns should maybe decrease by 25% or mix it up slightly with the second option. While a little less intuitive, I feel like this will at least promote pairing at least two perks2 comments 41 views last activity
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Since add-ons are immune from Diminishing Returns, if an add-on provides a gameplay modifier that is the same modifier type as a perk, and you run them both together, what's intended to happen? For example: If I am a Xenomorph running Self Destruct Bolt (30% faster vaults in Crawler Mode) at the same time as Bamboozle (15% faster vaults), is the vault modifier from Bamboozle diminished? In ot0 comments 61 views last activity
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Hello, I’d like to suggest adding an FPS cap toggle (30 / 60 / 120) to Dead by Daylight. Even without a dedicated upgrade, this would significantly improve the experience on newer hardware. Players who can sustain higher frame rates would benefit from smoother gameplay and reduced input latency, while others could keep the current cap for stability. Importantly, this would be a non-invasive0 comments 141 views last activity
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A way to distract the killer or to signal live where the flare went off, similar to sending an SOS flare on a lifeboat. It would be an information item. It would help with solo queue if you send up a flare right before you go down on a pallet for example and want to alert teammates. Solo queue lacks mechanics for survivors while has tons of random mechanics for killers, so it couldn't hurt0 comments 11 views last activity
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hiya, quick suggestion for small quality of life tweaks ! Favouriting: allows you to favourite add-ons and offerings so when using the autospending feature it will ignore it's regular pattern to go prioritise a favourited add-on / offering they will be prioritised in the order they were favourited Universal Offerings: survivor offerings bought on one survivor should be available on all su4 comments 41 views last activity
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When I first saw this, I thought it would be a great idea and i still think it is. Looking at it now has me worried since many people run specific builds for specific aspects like gens and stuff. I dont like how it diminishes based off of how many perks you have individually. I would say my idea would be the perks would diminish based off of how many people in your game run the perk. Full exha5 comments 132 views last activity
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Hi there :> I was just wondering if Diminishing Returns will also affect stats that weren't listed (so anything not Haste, Hindered, gen speed and regression, and healing). Thanks!1 comments 51 views last activity
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Hi there! A while ago, there was a PTB where we removed haste and hindered stacking, which led to some perks that often relied on being stacked with other haste perks being tweaked, and some of those tweaks even made it to the next live update like Dark Theory going from 2% to 3%, even though haste and hindered stacking being removed did not end up being pushed through. Champion of Light was one13 comments 521 views last activity
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do you keep running into the same perks over and over? comment if you do and share what you wish could change.2 comments 21 views last activity
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So I thought about a end game killer perk. When the last generator is completed you gain the undetectable status effect for 25 seconds. You see the auras of survivors near the exit gates for 5 seconds. I think that this idea is pretty solid so you get a little idea of the survivors location and surpise them/ scare them and could help with some end game situations. Now in addition the perk co0 comments 11 views last activity
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hi, i got unknown knowing that they are one of the weaker killers in the game, despite that i have throughly enjoyed playing them. i have been struggling to land my UVX shots and hallucination placements, any tips and build suggestions would be great thank you!0 comments 11 views last activity
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Hello ! i recently i been working on a chapter idea with a ninja killer …since i know many of us want that XD so i came up with a killer with background , power and perks and also chapter name and killer design :D i did use ai for the pictures so please dont hate me XD am no artist T_T DEAD BY DAYLIGHT chapter.docx0 comments 11 views last activity
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I'm putting this in here so I can other peoples thoughts on this, but a perk that simply gives a injured surv endurance for 10 seconds after unhooking another surv, will stop killers from getting free downs on survs that are forced to save another surv about to go into 2nd stage or death. I can't see this perk being unfair, and it being in the same category as D strike, with it being situational18 comments 342 views last activity
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I’ve been noticing lately that a lot of perks on both survivor and killer sides include aura reading in some form, and it’s starting to make matches feel a bit too “always known.” Part of what I enjoy about the game is prediction and uncertainty, but when multiple perks in a match are constantly revealing locations, it can start to remove that tension and make gameplay feel a bit stale. It’s not1 comments 101 views last activity
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Currently, Fixated gives you the following permanant effects: Increases your Walking speed by 10/15/20% Allows you to see your own Scratch Marks I am okay with the current speed but I think it would be helpful to see more than just your own Scratch Marks. Make it so you can see your teammates Scratch Marks as well. They will be colored in the opposite of whatever you have your color set to2 comments 61 views last activity
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Looking at all the various recent perks you have just made and forgotten: -Apocalyptic Ingenuity (it shouldn't take 2 chests for a awful pallet, there is 3 or 4 chests split between 4 people like hello?) -Last Stand (90s for one use, when it could have been like 40 seconds or so for an exhaustion perk??? that way it couldn't be used with lithe etc) -Bada Bada boom (Should blow up near the win11 comments 151 views last activity
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Hyperfocus and Stake Out (with or without toolbox) had recently been the most broken perk combo in the game. Adding the buffed Fast Track to it made things worse. These 3 perks combined decrease the repair time of a gen drastically. It hasn't been such a big problem so far because of the survivors' inexperience and mercy and because "gen rushing" is a boring gameplay. But if 4 survivors decide t41 comments 1,635 views last activity
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I say this because people will genuinely throw games following the killer around trying to use stuff like head on or champion of light. You can call it out as a survivor in a lobby tell these people not to throw but they are so hungry for clips for their tik toks. Saddest part is when the killers know what these people are up to it doesn't even work. Like if you plot twist by every pallet it's ki15 comments 411 views last activity
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Hi there :> I recently noticed while using Hex: Face the Darkness that it has an effect that triggers once every set number of seconds, but doesn't have a timer to see when it happens. Other perks like Object of Obsession, Gearhead, Deerstalker, etc have visible timers which can let you make important gameplay decisions and gather info based on them. It'd just be a nice QOL update I think, b2 comments 31 views last activity
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Underrated perk. 5+ years ago we would have never looked twice at it….5+ years ago survivors were a lot more intelligent. Because their strategy nowadays is just to swarm and overwhelm the killer, forced penance completely disrupts that behavior. Especially if you're running a backpack build! Trying to bodyblock a hook? guess what you can't heal for 80 seconds, go play DBD. Doing a risky unhook4 comments 151 views last activity
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I had a 4-stack bully squad last night (Head On, Champion of Light, everyone with flashlights, spamming loud noises trying to bait for Head On), and the last person standing fast jumped in and out of a locker in Shack Basement to get my attention, so I just… waited for them to get an AFK Crow, because Head On deactivates if you get an AFK Crow. Except it apparently doesn't, anymore? I checked af20 comments 212 views last activity
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Overview The Broodmother is a area-control and chasing killer, venomize Survivors and release her spiderlings into the realm. Her personal Perks, Spider Senses, Entangled Web, Hex: Web of Lies provides her with heightened awareness, trapping Generators and spread delirium among Survivors. Lore Once, in a world where the borders between the known and the unknown were clear and rigid, there liv13 comments 353 views last activity
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The Killer: Aunt Gladys (The Witch / The Sorceress/ The Parasite/ The Influence) A slow Killer with a small terror radius, capable of oppressing and controlling the actions of survivors through specific rituals. Her perks, MANIPULATIVE RANSOM, HEX: SALT TRESHOLD and I'LL KNOW, allow her to further limit survivor's actions through risks and choices. Weapon: Harvesting Scissors Power: RITUALIST0 comments 71 views last activity
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I understand not adding full on comms because the devs would likely have to uproot the foundational code in order to do so. But surely a radial wheel with things like going for save, I'm near, and opening gate along with other stuff the devs might deem useful could be simple enough to add, right? It'd help with balancing too! Like it'd make perk balancing on both ends much easier if all surviv7 comments 121 views last activity
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Killer Name - Akeri Tokona Backstory - Akeri Tokona had always been an aggressive soul, even as a child. His first kill had occurred when he was 6 and his mother had asked him to 'handle' a particularly annoying rat bothering the pet cat, Mittens. Akeri had taken it upon himself to find the rat, and pull it's limbs off its body before feeding it to Mittens. This continued into his later years,0 comments 32 views last activity
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The new thing they added to be able to see your teammates perks is definitely an improvement, but I think it was not that greatly implemented. I say that because sometimes you need to know what perks your teammates have right then and there, but it's not always viable to have to stop and open up the tab menu to see their perks. I made this very terrible looking mock up of, in my opinion, a bet2 comments 111 views last activity