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bm33

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  • @Mushwin said:

    who else with a game have had a forum? texas? evil dead? halloween?

    Blizzard has an active forum for Diablo 4.

  • @GentlemanFridge DMed Mandy and shared this with a group of us (he gave me ok to share it on here). The forums unfortunately will be deleted, not archived so we will be losing alot of DBD history here.

    1000014850.png
  • Yes, check DMs. It's also good for the people that maybe want to stay in touch that aren't heading to the official discord or reddit but don't want to share their info publicly in a post/comment on the forum.

  • Maurice, best character in the game.

  • Arrow up is up votes you've received. Used to show how many up votes needed for each "level" and who the latest handful were to receive same badge.

    Check mark is when you answered a question post and your response was selected as the answer. Like the up vote one it would show how many answers needed and latest handful to receive that badge.

    The blue speech bubble is comments you've made. Like the previous, each level is based on certain number of comments and would show latest handful to receive the badge.

  • @Mandy said:

    Hello everybody,

    As you’re all aware, we are currently in our 10th year of operating Dead by Daylight as a live game. While the dev team is looking at numerous ways to update, improve, and modernize the game to carry us through the next 10 years, we are doing this on the community side of things as well.

    When looking at the spread of official channels and platforms (Official Forums, Discord, Reddit, Steam Discussions, social media) where we engage with and listen to our players, we have seen big shifts over this last decade in where our players are spending their time. While most of these platforms and channels have been booming, user activity and engagement on our Official Forums has been steadily and substantially declining year over year. This matches general trends seen across the industry regarding where gaming communities are spending their time these days.

    Reflecting upon this dynamic, we believe the time has come to shift where we are focusing the community team’s efforts for the exciting future ahead. As such, we’ve made the decision to close the Official Forums at the end of October 2026 and transition to supporting you, the Community, on the other platforms namely the official Discord server, Steam Discussions and the r/DeadbyDaylight subreddit.

    Discord, in particular, will become more and more central to our community work in the months ahead. With tens of millions of DBD players already present on the platform, coupled with the plethora of fantastic tools available to enhance how we collaborate with our community there makes it the clear choice of where we need to centralize our efforts.

    Over the coming weeks you will receive an email to the account used to register on this forum to invite you to join the Dead by Daylight Discord and receive a special role in that Server highlighting you as a forum member. There will also be a dedicated channel in the Discord structured for the long form, threaded content you are renowned for and accustomed to, so that you can continue your discussions.

    From the bottom of our hearts, we want to thank you for your support and the passion you have brought to these forums all these years. You have been a foundational, core element of this community and we do not take this change lightly. We know many of you have built bonds and connections with each other, and even directly with our team, because of this platform and we’ll always honour that.

    We look forward to continuing our journey together with you on the official Discord server and seeing you remain a vital part of our community. Thanks again.

    The Dead by Daylight Team

    What do you mean by "tens of millions of DBD players already on the platform" when referring to Discord? I asked friend in the server how many are in there and they said theres 800k, not even 1 million. Did you mean to write "tens of thousands" or are you assuming the general user population of Discord could be potential DBD players?

    Also seems weird to bring up user count on Discord that aren't using the official DBD server anyway as a reason to focus on Discord and close the Forums. If theres tens of millions but you don't even have a million in the server it seems like maybe the official server isn't appealing to most of those DBD players already on Discord. If it doesn't appeal to people already on discord why would it appeal to those of us that use the forums, most who chose to not use Discord at all in the first place?

  • I signed up for these forums because I liked the format. It was for DBD players on all platforms, not one specific platform. Also the community managers and BHVR were more involved with the forums and worked to keep the community here active and growing instead of pushing people to 3rd party platforms.

    I'm on console so it's not worth it for me to use the steam forums.

    DBD reddit has never interested me, the forums going away isn't going to change that.

    BHVR previously handed the official DBD discord over to the community. When that discord was brought up they would say they no longer had an official DBD discord because it was community run. Then they changed their minds and decided it should be the official DBD discord again. I don't trust BHVR won't change their minds again so not going to bother with it.

    1000014771.jpg
  • Take breaks and play other games instead of hoping next match will be better. If you get into negative mindset but keep playing it's harder to get out of it. If you take a break and play something else you can come back when you have a better mindset.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117434#Comment_4117434

    I realize that I asked this same question last time we had 2v8, but I’m asking it again because the killer queue times have continued to get worse rather than better. Trying to understand, through consensus opinion in the discussion, why survivor side is so unattractive to play. Based on my own experience and what I’ve read in the comments for this thread, seems like the main core problems are 1) skill mismatch between survivor teammates and survivors vs killer; and 2) not enough new elements added to the survivor side to make it interesting.

    #2 is easy enough to address, in theory - devs just need to put resources into it. Not sure how #1 can be solved without any functional matchmaking system.

    Why would it get better? Overall survivor morale hasn't improved and the only thing added for survivors to play with is RNG based, not even guaranteed. Plus adding another killer is always going to make the killer queue worse.

    #2 is something they've been really stubborn about addressing for too long. For a "survivor sided mode" the survivor side really doesn't get much to play with. It's kind of ridiculous they've added 12 killers (ontop of the original 5) and in that same time they only added 1 new survivor class and a random item. At the very least they should've been adding 1 new survivor class for every killer added.

    #1 is rough because its a vicious circle. You can't have proper matchmaking if the players just aren't there. Need to find another way to increase the survivor players to have enough for matchmaking to work and not prioritize time. There have been plenty of posts about how to increase survivors fun in 2v8. Multiple iterations survivors have said 4 zombies aren't fun, they're boring and frustrating, and that all the aura reading is annoying. The need for more survivor classes not more killers. Changes need to be made to make survivor more enjoyable so players will want to load in as survivor, need to do that until there's enough players for matchmaking to have a chance.

    I will say this iteration is feeling worse than last iteration as survivor. First 2 days weren't too bad but since Friday most of my survivor matches the killers know the cage spawns and are there as the rescue is happening or just after. I could blame teammate/match making but really it's just that tunneling is really strong, even in 2v8. The back and forth from previous iterations just isn't there this time which is making me sign off and play something else way sooner than I did previous iterations.

  • As crogers271 pointed out, you asked last 2v8 about the killer queues being so long, people gave you 2 pages of answers why players were choosing killer over survivor or not playing survivor at all. Since then nothing has changed to improve the survivor experience and encourage players to play the survivor role. Instead of survivor improving its gotten worse. If people didn't just switch roles there's a good chance they left for the new Halloween game or some other game (I've been seeing alot more DBD theme names in my Outlast Trials sleep room). Now when 2v8 comes around we have the same issue as previous 2v8s but an even smaller survivor queue - 1v4 killers go to 2v8 killer while the 1v4 survivors split between 2v8 killer and survivor.

    If just looking at 2v8 the invoking salts haven't improved the survivor experience. Yes it's nice survivors got something new but it's a time sink searching chests and placing it only for it to apply to the players in the circle. If anything it's hurting the survivors more than helping. They need to be tweaked so they help the entire team and don't feel like such a selfish time sink.

    Killers got a new killer to play with, that is going to draw more people to the killer side than the invoking salts will draw players to the survivor side. You place invoking salts down once, you see in the current state they really aren't that great and need tweaks. Only reason people are continuing to do them is the quests. Killer side if you want to try Xenomorph with every killer thats 14 matches of something new.

    Matchmaking prioritizes time, with the huge lack of survivors in 2v8 there is no way the time priority would ever get disabled for a proper matchmaking. BHVR need to find other ways to make survivor more enjoyable so they can atleast have fun before they die. Get more players to play survivor because its fun to play, once there are more playing the survivor role there is a better chance at effectively fixing match making without the time priority ruining it.

    New killers to 2v8 don't encourage players to go play survivor, they encourage players to go play killer. Instead of focusing on giving killers more killer options put the focus for a bit instead on more things for the survivors to play with. More classes, more items, tweak the salts to be more useful for entire team. Survivors have been begging for new classes every iteration, in the time they added a handful of killers survivors received 1 new class. There's so many classes they could add: head on class, chem trap class, pebble class, illusion class, boon class, etc. The appeal of playing with a teammate on killer side will continue to make killers have the longer queue even if survivors are the only ones receiving the new stuff for a couple iterations, it would hopefully just make it drop below the 30 minutes its currently sitting at.

  • This has been an issue since the first iteration. All they need to do is kick a killer that is AFK either within first 60 seconds of a match or by time the first gen completes.

  • I like the idea of them but in practice, especially since they only apply to the players in the circle, they feel like a waste of time and feels a bit selfish. I think if the bonus applied to everyone instead of just players in the circle it would feel better. Can make it so players in circle get a higher/longer bonus than those outside but everyone gets a bonus Maybe make it so the short term bonus is different depending the class someone is running.

  • Dredge because Nightfall causes headaches/migraines for some players and Doctor (even though I enjoy playing him) because depending on patch he causes health issues for certain players. Its nice there is a mode these players can load into without the worry of it causing a real life health issue.

    Plague because she'd just be repeat of Legion and it's good they got rid of them.

    Trickster. With so many survivors to hit he'd could end out like Oni where it feels like he's constantly in power. While it may be fun for killer it would be annoying for survivors.

    Bubba. Killers tend to get buffed going into 2v8 and I don't see how him being able to down multiple survivors at once would encourage more people to queue up for survivor.

    Judgement and Jason.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116265#Comment_4116265

    They are doing it though, in every one of my matches. Hopefully it dies down when people get their Quests done. They know what they were doing when they made it a Quest.

    Today already felt the difference from people being done with the salt quests. From survivor side they felt much better because it was no longer half+ of the lobby just focusing on chests/rituals.

  • @Autharia said:

    Or they could implement a system where you can only play killer after X survivor games played past 5-10 killer daily. this would also help to fixing longer killer queues. Once a killer start getting tunneled out they may start thinking on how it feels when they do it to others.

    If they were forced to play survivor matches before they could play their killer match they would welcome the quick tunnel. The faster they get tunneled out the sooner they'd be able to play their desired role.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116037#Comment_4116037

    I was originally putting the circle near edge map, and ended up on it by myself. Started plonking it down near multiple survivors on a gen and everyone would come on over lol easiest way

    I tried that, had a group that just watched me the entire time I did the ritual. I guess they already finished the "complete 3 ritual" quest. 😂

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116025#Comment_4116025

    I got the haste in one game even I didn't sit in the circle maybe a bug? I though everyone would get it globally even if just one player sit and completes the ritual.

    I was running towards a couple in a circle and it finished before I reached them, didn't get the haste buff.

  • @ThatRyanB said:

    Thanks for the feedback here, folks! I'm happy to pass along your feedback about the time requirement on this being a point of friction. That aside, though, is the effect something you find interesting or valuable?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116011#Comment_4116011

    You're correct. Survivors that complete the circle will receive its effects.

    For the amount of time it takes and for it to only apply to the ones in the circle it doesn't feel worth it. It feels selfish sitting in the circle for something that'll only apply to me/others in the circle when we could've been on a gen or splitting up and rescuing/healing teammates. Unlock everyones secondary power and as cogsturning said give it a random shuffle of useful effects - could make it so those sitting in the circle get higher/longer lasting effect to try to encourage more survivors to sit in the circle.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113650#Comment_4113650

    That's not really true. It used to be that with an Ebony Mori offering killers could mori survivors after just downing them and later after just hooking them once and then downing them again. So killers used to have easy mode with a single offering.

    On the other side the hatch used to be an insane mechanic. Without explaining it completely as it was quite complicated, the hatch would spawn with all 4 survivors still alive with 1 gen left and with just one key they could all escape.

    So stuff used to be really broken on both sides, and in both cases it's just from bringing 1 thing. They deleted that stuff which changed the core gameplay, simplifying it.

    The issue is that DbD got really lucky and found a simple formula in an asym that somehow works. And after seeing so many other asyms with different formulas fail time and time again including their own Deathgarden, it's understandable that they don't want to mess with it too much as they could kill the goose that laying golden eggs.

    Whenever they try to mess with the core gameplay it backfires. There is no other asym we can point at and say "that's how it should be done."

    Just correcting the way old hatch worked. Hatch would not appear for 4 survivors unless all 5 gens were completed. The rule was number of remaining survivors + 1 = number of gens that needed to be completed for hatch to appear. For hatch to appear with 1 gen remaining the max amount of survivors still alive that could escape would've been 3.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110296#Comment_4110296

    I kinda miss TCM. With proper, dedicated support, I wager it could have seriously competed with DBD.

    I am still amazed by how bad Gun dropped the ball on that game. They had a license agreement that allowed them to create original characters/maps and expand that universe, it would've been nice if a dedicated dev team could've taken over. I do believe TCM being 3v4 and Killer Klowns being 3v7 was what pushed BHVR to finally try alternate game modes, especially 2v8. It would've been nice to see the games push eachother to be better if they lasted a bit longer.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110296#Comment_4110296

    The overpriced and slow content definitely did it for me, like I bought that pass like an absolute sucker to try and save some money in the long term, but then they straight up cancelled half the stuff that was announced in that.

    Still waiting on that hair pack.

    Even with crossplay on I was very very lucky with cheaters, only saw 3 blatant ones.

    And yeah the devs whole ‘we don’t gaf about the game’ didnt help much, every livestream/announcement was very cringy and killed what little hype there was.

    I didn’t care about the whole lobby dodging and wait times thing because I was very patient back then and was just happy to be playing the game. thankfully I’m not streamer who had to entertain an audience for minutes of silence waiting in queue, but yeah I can definitely agree their whole handling of that was abysmal.

    The nothing to grind for at the end was very annoying, I found it so hard to believe they couldn’t up the level cap, after I got the plat for the game my drive dropped off a cliff.


    TCM may have been a disaster as some points, but I’m glad it happened still sad that it’s ‘gone’. I’m not sure how they’ll handle Halloween, I think I’ll watch from sidelines this time instead of getting invested, I don’t trust Gun and illfonic to actually stick it out for the long haul. They’ll probably pump out Halloween get their checks and dip just like tcm.

    I bought the content pass too. I waited on the character DLCs until they were half off, and by that time it was easier to get a lobby where I could play them. The sad thing is there was unreleased content in the files people saw like a new female family character and some new kills leaked into the game. They had additional content there but decided not to release it.

    I'm on console and with crossplay at the beginning saw a ton of cheaters. Mostly instant kill/escape, flying victims, teammates duplicating traps/locks, and one where everyone was gifted like 20k xp - that last one I liked. 😂 I kept crossplay on when they put pc/console back in queue together, cheaters became much more rare.

    Lobby dodge as a whole I didn't mind, made sense with the way they did the character choosing. It was the bug that just broke the lobby when someone on family would leave and wouldn't fix until a victim left that was the problem. It's part of why I played so much family, one less chance of breaking the lobby. Outside that bug the waits weren't bad, still aren't bad even with the smaller playerbase.

    I still log into TCM because I find it fun and can still find a full lobby pretty quick. Logged in the other day and theres so many new players. I feel bad killing them. Gun noticed the increase in new players and made a video about how they are releasing game/dlc bundles for them. Alot of comments with it being last chance money grab mixed with people asking for Gun to revert the decision to abandon. 😂

    Halloween game will depend on how much Gun being financiers has on the games support. Illfonic at the very least tends to continue support on their games even if they stop/pause content. Ghostbusters Spirits Unleashed Illfonic put out new content for 3 years, all free, until announcing they were putting it on pause to focus on Halloween. I was going to wait to see how long Gun sticks around and how that would impact Illfonic supporting it but then I saw the survivor gameplay loop is "lead the npc to safety" and I lost all interest - I don't enjoy "lead the npc" stuff in any game.

  • Is there a video from the discord stream of the devs saying this? I've only seen 2 people on here mention this and it seems like something that normally would've exploded on here the moment they said it on the stream.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110144#Comment_4110144

    I agree, It should never get to a, “just roll over and take it”, scenario; but there should be a level of tolerance and expectation of not everyone making it out alive which the current playerbase is severely lacking (same goes for people for expecting every game to be 4k if they’re playing trapper. the goal should be 1-3 kills per game for average killer; and maybe 2-4 if you’re sweating or using S tiers). The other extreme is just as problematic, just look at what happened to TCM.

    The ‘Victims’ weren’t weak at all either escaping in sub 2 minutes, or going on the offensive keeping half the family perma stunned with doors and bone shivs.

    Unless it was leather face already revved or Johnny out in the open, the family would almost always lose the 1v1 interaction. And then throw in the other 3 victims, unless you had all the family on comms ready to guard those objectives like it’s overtime at the championship or an absolute monster leatherface main, most solo queue family games ended in 4 escape loses.
    While infinite bone scraps and infinite door slams were eventually nerfed/fixed, the damage was already done.

    I can’t speak for how the meta ended up at the end of the game, I quit a little before the graveyard was released and after hands was released; but if I wasn’t going into games as LF or using the OP barge hands build most of my games would’ve been clean sweeps.


    I wish more perks that changed gameplay for survivor were better I agree, but vigil/SB/most gen perks don’t change your gameplay just make it faster or easier.
    When I think of perks that actually change how you play and affect your gameplay loop I think of stuff like head on, smash hit, balanced landing, dramaturgy, totem/boon builds, deli, shoulder, clean break, exultation, wide open throttle, autodidact, weaving spiders, plot twist, sabo builds, killer aura reveal perks, stealth/scratch mark builds, power struggle/flipflop; these all open up new pathways of play that isn’t the same do gen faster and run to yellow and predrop faster and get endurance and haste for existing.

    Those are my thoughts.

    There are alot of reasons TCM ended the way it did, DBD players are the only ones that claim it was the victims strength because its used as an excuse for how DBD should be balanced. In the TCM community (when people announce they were leaving or why friends left) the reasons are usually the cheaters at the start and how Gun handled the issue, lack of bug fix updates and bugs like the backfill bug thats existed from the start never being fixed, lack of new content and also it being overpriced, Guns overall attitude towards the playerbase, Gun not addressing the rush meta for both sides, and Gun fairly early on (I think it was around the 1 year anniversary) announcing they "couldn't" increase the level cap which let players know that they weren't actually planning to even support the game long term.

    Stun lock and bone scraps were both nerfed not long after the game's release, they were some of the rare things they didn't put off addressing. I still log into TCM, I started playing TCM at the start mainly as a solo family/no mic and usually as Hitchhiker (Cook or Sissy if he was taken). According to the in game stats I have 3257 matches played with 1166 as victim and 2091 as family. For family I had 1046 perfect family wins (4k), anytime last victim would DC to end the game it wouldn't count towards that stat. Outside those perfect wins most of my family matches were 2-3k, 0-1k were not very common. As victim I survived 416 times, only 116 were perfect victim wins (0k). Victims could rush escape but family could just as easily rush basement and kill them all just as fast, it was nearly a guarantee if there was a Leatherface with Johnny or Sissy. Most times the rush was a Connie who would rush escape solo and leave the rest of her team to die.

    Johnny and Leatherface weren't the only killers that could 1v1, Sissy and Hitchhiker also won many 1v1 interactions because they could go through cracks/crawlspaces. Johnny and Leatherface weren't necessary for a family win either, I had many 4ks with Hitch/Sissy/Cook combo in solo queue/no mic.

    Victims weren't weak but they also were not so strong that they were frequently getting clean sweeps either, atleast not in my solo/no mic family matches. The main issue for family (outside cheaters and bugs) wasn't the strength of victims or even victims that rushed, it was the other family members. Family that would leave doors unlocked, turn off car battery/generator, stay in the basement when victims not only had left the basement but had made their way into the battery/generator areas, or family that would purposely door slam other family. The bad teammates are what pushed players away from family and to victim where they could escape solo (and leave their teammates to die).

  • They are the author of the post so assuming they're saying thank you because they started a post asking for an old lady survivor and now 4 years later its happening.

  • @ThatRyanB said:

    https://us.v-cdn.net/6030815/uploads/KLY0Y3VJ8LUR/dbd-playerintentblog-aug2026-1920x1080.png

    Last week, we hosted a Reddit AMA and on top of having a blast answering your questions, we noticed some topics really got you talking. One of those was the “chat wheel” system we’re working on to help Survivors coordinate and communicate their intentions in-game. So, what better time than the present to share some more details about it with you (including one way your feedback’s already impacted it)!

    The system in question is – aptly – called Player Intent. With it, you’ll be able to communicate a range of preset messages to your fellow Survivors at the press of a button, using a radial menu. From thanking them for a heal, to saying you’re going to work on gens, to suggesting you split up, messages focus on the on-the-fly actions that are most useful during a Trial.

    https://us.v-cdn.net/6030815/uploads/7XBZYL0BRD2N/image-aec8d53668961-3f03.png

    When a message is chosen using the Player Intent wheel, other Survivors will see it next to your name in the game HUD, keeping your general view clear of distractions while you’re in the middle of looping or hunting for an objective. To help combat message spam, you can expect a cooldown between messages, which will increase if too many messages are sent in a short period.

    https://us.v-cdn.net/6030815/uploads/O48AZM9NGBA5/image-8f9a8451257cf8-15d0.png

    We want this comms wheel to suit different players’ specific needs, so you’ll be able to customize which messages you take into your Trials from the Options menu.

    https://us.v-cdn.net/6030815/uploads/3G8BZM2LZPIH/image-5a0166f461a8d-6b4d.png

    Of course, one piece of feedback we’ve seen is that a system like this isn’t for everyone. We’ve already discussed this as a team and have a solution for that. If you’d rather not use the Player Intent system, you will be able to disable it from this same menu. Once disabled, you will not be able to send messages to players and will not see the messages they send.

    https://us.v-cdn.net/6030815/uploads/SOJBBRKE3K6H/image-b0d12884832998-c510.png

    We’ve also added the ability to mute individual players so you have more control over the comms you see (and don’t see). If you're finding a certain player’s messages distracting, muting them will block any further Player Intent messages from popping up on your end.

    https://us.v-cdn.net/6030815/uploads/UW3AQUDH6QOL/image-7b51a44aa9494-55c8.png

    While this system is meant for everybody who plays Survivor, its value will be a bit different depending on how you play. Just like how your feedback from the AMA helped inform the addition of an opt-out option, we're dying to know your thoughts! Even better, it would be massively helpful if you could also share a little about how you play to give context to that feedback. For instance, do you tend to play soloq, prefer SWF, or identify as a Killer main? How would you define your experience level in the game; a newer player? A veteran?

    Let us know in the comments below, as we’ll be watching your feedback closely as the team continues to work on this system ahead of its release this Fall!

    Until next time...

    The Dead by Daylight Team

    Can we get a list of the options to give feedback on? Looking at the pictures shared "going for unhook" and "split up" are good adds but "healing" and "chasing me" seem unnecessary when the HUD already gives that information. I worry maybe some options will be left out in favor of ones that are already currently in the HUD.

    If people are able to toggle the chatwheel off can there be something to let the others in the lobby know? Something like maybe a mic with cross through it, similar to what other games have both in the lobby and in game to let you know you have a teammate not participating in communication. This will help players avoid wasting time using the chat wheel if they end out in a lobby with others who have toggled it off. No need to send "help" when the others have chat toggled off and won't see it.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107976#Comment_4107976

    I agree with you on the first point about survivor role needing to have more incentive to make up for the fact that on average you only escape 40% of the time. But it has been that way forever. Something has changed recently to drive the killer queue times way up and it’s definitely not the 40% escape rate issue

    Burn out takes time. It may seem sudden but this has been building up. Survivors are starting to hit their breaking point for how much they'll deal with when only escaping 40% of the time. While the 40% escape may have been around for awhile the survivor fun has decreased over time. Survivor morale is pretty low and there's also 0 indication it's going to get better for survivor, things like nerfing basekit BT only make it feel like it's going to get worse.

  • The game is designed for survivors to escape on average 40% of the time. If you ready up as survivor you're going in knowing you're most likely going to die. If one side is supposed to lose more than half the time then the fun factor of that side needs to make up for it. Unfortunately that's not the case. Instead survivors are getting burnt out from not only dying so often but not even enjoying the time the spent in the match. They either leave DBD or join the killer queue - both things that will increase the killer wait times.

    When 2v8 comes around the killer players aren't switching to survivor, they are staying with killer - plenty on the forums will complain about killer wait times and refuse to touch survivor. The survivor swf players can now play killer together so they leave the 1v4 survivor queue (raising killer wait times there) and flood to the killer queue in 2v8 (raising the killer wait times there too). Then you also have the random solo survivors that also decide to play 2v8 killer (leaving the 1v4 survivor queue and raising the 2v8 killer queue). It's not like the other events where it's still 1v4, the swfs will stick with playing survivor together so the killer wait times don't suffer as much. With 2v8 even when adding nothing new the ability to play killer with a friend is unique enough from regular gameplay that it increases the killer queue.

    2v8 the gameplay isn't giving survivors anything new. Since the first iteration killers have had 11 killers added and currently have 15 killers to choose from, they have more options even if they mainly stick with Wesker, Oni, Nemesis. In that same time survivors received 1 new class, they only have 5 options to choose from and only 1 brings anything noticeably different to gameplay (rebuild pallets). Adding killers isn't an incentive for people to play survivor, it only draws more players to killer queue. Adding survivor classes, things that they can actually play around with, are an incentive to get people to play survivor.

  • They need to make adjustments because players shouldn't have to have their time wasted both in the match and filling out support tickets (which feels like too little too late).

    They could make it so rescues can be perfomed from the sides as well as the front, similar to a hook. Or maybe if a survivor stands in the area that would body block the cage (would be small enough where another survivor can't move in for rescue) for 10-15 seconds then the caged survivor automatically gets removed with the self unhook BP reward. There's no reason to stand in front of a cage that long and not rescue, either move out of the way or perform the rescue. Either the survivor gets the BP for rescue or the person they are trying to grief gets the BP.

  • @Balrog said:

    2v8 only had bug fixes applied in 10.0.3:

    Bug Fixes

    2v8

    • Fixed an issue where The Nemesis zombies could become stuck on Sanctum of Wrath.
    • Fixed an issue where Killer chests did not have their Aura revealed when facing The Nemesis and The Mastermind together.
    • Fixed an issue where Survivors could see the Aura of the Cage of Corruption while in a locker.
    • Fixed an issue where trapped Survivors were missing the trapped animation after stepping in The Trapper's Bear Trap while also being contaminated by The Nemesis.
    • Fixed an issue where a Survivor caught in a Bear Trap could be sent into a Cage of Corruption twice against The Trapper and The Mastermind.
    • Fixed an issue where it was unable to Drop the Spray/Antidote after being used by a different Survivor.
    • Fixed an issue where certain map specific achievements were not being awarded in correctly.

    https://forums.bhvr.com/dead-by-daylight/kb/articles/553-10-0-3-bugfix-patch

    I haven't used the beta hub yet for a bug. If the chests still are missing their aura would I make a new report or do I need to add to the report that is already there that says fix incoming?

  • As others have said he doesn't need to be removed but he should get some adjustments to his movement and how quickly he is able to get back his power.

  • With how quickly they respawn 4 is a bit much. Would like them to try 3 zombies for an iteration, hopefully that would be a happy middle ground.

  • @tjt85 said:

    Anything is better than the two easily misunderstood gestures we currently have (or 3 if you want to count crouching).

    I wouldn't get too excited about this being massively game changing, though. It's going to be incredibly simple stuff along the lines of "Killer is near" or "Going for the save". It will still take situational awareness from your teammates to realise if someone who said they were going for the save gets intercepted, then it will be up to somebody else to get off their gen to go rescue instead.

    I feel like there's a decent amount of info available to SoloQ Survivors just from the HUD but it isn't being used all that well. Hopefully a chat wheel will at the very least help those Survivors who are more switched on to co-ordinate a little better.

    This is what I'm expecting from it. It'll hopefully be basic phrases that will help in those times you're maybe guessing what someone is doing but it's not going to be a huge game changer. Hopefully theres options to say "leave me" and "focus in gens" so a survivor can use those when being camped, save teammates time from swarming hook and let them know you're ok hanging out on the hook as long as they're making it worth it.

  • Yeah, same for killer side, make the ones that lost legendary cosmetics. No need to let the art go to waste.

  • I think the 3 that lost should be added as a legendary type cosmetics.

  • I want to see Hag in 2v8, not sure why she hasn't been added yet when she seems like an easy add.

    There's only one killer I really don't want in 2v8 and that's Dredge. Nightfall gives me headaches so its nice to have a mode I know I don't have to worry about that. If they added Dredge, unless they got rid of Nightfall, I wouldn't bother coming back from my DBD breaks for 2v8 because its not worth the actual headaches I would get.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103581#Comment_4103581

    I realize I didn't clarify on this question, but you're correct about the timing. These stats take into account the first 5 days of Shane's release, so that's a very adept hypothesis.

    I think including Jason/Shane stats after only 5 days/2 weeks in game in a 6 month stat drop was a mistake. Based on both your comments it seems like normal character cycle to have high kill/escape rates during that time and it takes about a month to level out. If its the normal cycle BHVR could've waited a couple days to include through July 31 in the stats and release those stats at the start of August. If BHVR did this then the stats would've been more recent/accurate and you wouldn't need to clarify the numbers are actually different now - which is causing these frustrations.

    In the future if BHVR wants to do 6 months but it cuts into a new character like this the new character stats could be separated but still shared, no cherry picking. For the top pick/kill/escape have those be characters/perks that have a minimum of 1 month in the game (assuming that is how long it usually takes for stats to level out). Then have a separate kill/escape that is just the new characters - can even include number of games played by those characters. Otherwise time these stat drops for when characters have been out long enough to level out their stats. Hopefully limit the clarifications required and frustrations in the community.

    The community loves stats. They love stats so much that they turn to Nightlight even though it can easily be manipulated and is only a very tiny fraction of the playerbase. Usually there's a comment of "something is better than nothing" because getting stats from BHVR is a rarity. BHVR should be the one the community can look to for stats. On the rare occasions we do get them it is very frustrating to then be told the stats we were given are outdated enough to need clarification but no updated numbers shared. I know people want all sorts of stats shared so you can't please everyone but based on conversations I've seen regarding stats there is 1 thing most agree on - whatever the stats are they should be current and accurate when they are shared, not outdated by the time we finally get to see them.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103634#Comment_4103634

    removing Jason from June stats would then be incorrect though - because he was the top naturally during that month - its unfortunate timing on the release, but if we'd removed him we'd have an equal amount of outcry that we "cherrypicked" the data.

    At the bottom it says January 1 - June 30. Are these stats only for the month of June?

  • In a PTB years ago they randomly tested survivors getting bloody when injured. For whatever reason they decided to not move forward with it even though people liked it.

    https://www.reddit.com/r/deadbydaylight/comments/hnk5xl/in_the_ptb_survivor_clothes_get_bloody_when_hit/

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103571#Comment_4103571

    The important point I do want to emphasize regarding The Slasher is that these stats only take into account his first 2 weeks in the game. During this time, players were still very much figuring out his counterplay, which likely had an impact on his kill rate. Rest assured, we're continuing to monitor his kill rate over time to see how this evolves.

    Does that mean Shane's stats are only his first week when everyone would be pushing for their Adepts?

  • I think with the different game modes it brings in more of the casual/low hour players than regular 1v4. Just higher chance to be matched with them, especially with wait timed being prioritized over MMR for lobbies.

    The only thing that is different with MMR is it doesn't go up/down in the event modes.

  • They're trying to be a distraction, not necessarily trying to get away and lose you. Keep you focused on them while team does gens, makes saves/heals, find hex totem, etc.

    Rift challenges, old tome challenges, or achievements that require blinding the killer. Easiest way to get those blinds is at pallet while killer is in animation so can't look away. One of those times where a player will basically throw just to complete the challenge/achievement.

    Or they watched some content creator video where they blinded the killer a bunch and are trying to recreate it but lack the skill/game sense to be as successful.

  • There are only so many spawn locations for totems on a 1v4 map, definitely not 1000 or even 100. If there are maps you're having trouble with finding the spawns you can load into some custom matches with a totem load out to find the various spawns until you learn them. If you don't want to do it that way bring a map or run one of the perks that helps to locate totems until you learn the spawn locations. There are also videos on YouTube that show the spawn locations.

    Personally I like when a totem spawns on the edge of the swamp maps. If that happens it usually means its away from gens so the killer has to choose between defending the totem or defending the gens. When running a boon totem it also usually stays up a bit longer because killer needs to go out of their way to snuff it.

  • @BlightedDolphin said:

    Heck yeah Adam! Look at him go!

    I remember a time when there were posts begging for Adam to get some love in the cosmetic department. Now he's received more than even Dwight? Love to see it.

  • I think match making based on more than just kill/escape is a good thing, hopefully be closer to the old rank requirements. I think as long as there's still lobby dodging and prioritizing time over proper match making it won't be long before it's mix/match lobbies that throws new/low skill players in with veterans/high skill players.

  • Outlast Trials I play the most. I love it. Definitely more fun playing it with someone rather than alone but I have fun either way. The weekly routines, trial maker, and various maps/trials make it hard for me to feel burned out. Love the lore building the devs do. Fun to watch the devs play after every patch on intensive or psychosurgery.

    Diablo 4. Its the game my brother and I play where we just turn brains off and chat. Our seasonal goal is to unlock the free pet before we head back to Outlast Trials.

    Phasmophobia. This one I prefer playing with friends. It can get boring when the ghost isn't doing anything.

    Just finished up Far Cry 5 and New Dawn. Just started Assassins Creed Mirage, still in the intro area.

    Occasionally I hop back into TCM. It amazes me every time the amount of level 0/1 players that are just starting a game the devs abandoned.

  • While it "isn't meant to be any less of a celebration" it is less of a celebration. It also is empty words when you are refusing to fix the cake issue people have been very clear in telling you has made this not feel like a celebration. It has now been 2 years of players telling BHVR they are unhappy with the decision regarding the lack of cakes. Rather than making it better we get a stubborn response of it's "our vision of future events." If the "vision of future events" is frustrating people by being stingy with the single thing everyone looks forward to it is a pretty bad vision.

  • @Balrog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093925#Comment_4093925

    This is a comment from 2025; the 52minute tag is misleading since if you went to the dev page to get a recent screenshot of this quote, it would say "1 year ago". This does not undermine the current feedback or frustrations, I just wanted to clarify this specific screenshot is not accurate to this years communications.

    While that screenshot is a year old it actually highlights that players complained so much last year about the lack of cakes a year ago that BHVR responded. BHVR was completely aware of how important being able to load up on the cake offering was for players. BHVR had a year to take that feedback to make this year better, instead this year is worse for cakes. It makes no sense to not take the easy win in player morale of making the cakes easily accessible like they were in years past.

  • Killers can abandon if it takes survivors 10 minutes to break a 3 gen. I had a killer abandon after the gates were open and I was on hook. Apparently the 3 gen we had took 10 minutes to break. I guess the killer got the abandon option and it didn't go away even when we finally finished the gen and an exit gate was opened. He downed and hooked me as the gate was being opened. Left me to chase someone out and then abandoned as my other teammate was coming to unhook me. When the game just ended and the scoreboard didn't show a DC I was so confused until someone told me the 10 minute no gens completing gives killers an abandon option that doesn't go away.

  • I was following this guide for cakes. The only difference from their "fix" is I am getting way more items than before (was 5 of each, now 20 of each). Before the fix I would get 19-21 cakes every 50 levels and now I get 20 cakes for 50 levels. There wasn't an increase in cakes, just that you can autospend 50 levels to get 20 cakes instead of needing to manually select the cakes on one of the 14 guaranteed levels and hope for random cake in mystery box on the in-between levels.

    1000011766.png
  • The person that designed the cosmetic already got their paycheck from BHVR, they aren't losing rent money from the cosmetic being made free. The only people that would lose out are the shareholders and higher ups, and realistically I doubt they'd even notice a difference on their bottom line from this single cosmetic being free.

    The request isn't that the outfit should be removed or that there is anything wrong with it being in game, the request is just that it should be free. Its weird to me that there is such pushback over wanting to make a cosmetic free.

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