WolfePhD
WolfePhD
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@ScissorKid02 said:
Since the release of the Ghoul, whenever I try to play killer, it takes 10-15 minutes to even queue in. If I try to play survivor, I find a match in under 30 seconds. Let me play killer 😭
I wonder if making massive survivor perk changes would drive more engagement to the role in situations like these.
It's not ALWAYS possible for survivors to come with killers. But how do we get more people to play survivor instead?
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@francesinhalover said:
I rarely see the perk. it's possible ppl liked it on chaos shuffle and decided to try on solo q? or you been getting noobs idk.
Personaly i find other perks better. Empath connection, bond, dejavu,
there just isnt much space on my builds to use kindred.
I go with deadhard/sprint/lithe - windows - resilience because im awfull at looping etc - dejavu. One day i might replace dejavu for visionary
at best i could replace resilience, but id be using empath connection. I just find that perk super powerfull.
You should try Lucky Star if you have Ellen.
To me, Lucky Star > Bond > Empathy > Empath Connection.
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@Minibeasty said:
So I was just curious about your experiences going against the new killer.
So far he is down right slaughtering me and my teammates and people have already started to give up once they get hooked. We rarely get more than two gens done (by "we" I mean my soloq team). I admit I'm not a very good player but getting stomped like this feels unusual tbh.
In my experience new killers tend to have rather low kill rates right after the release before people truly master them.
So what changed here? Are you guys having fun going as and against him? How has it been for you so far? :)
Edit: Just got out from a game where someone went afk right at the start and for the rest of the trial. :I
I have Deja Vu from Wesker’s release. I am happy that BHVR has released a killer that people want to play. But yes, I would like to play against other killers, too. 🙂
I feel I am performing community service by queuing up as Naughty Bear Trapper in these desperate times.
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@Samura1Jack said:
The devs just make bad perks every chapter and just why? The players gives feedback within the PTB and tells them bad perks needs a rework/change, but the devs doesn't care at all. Like in this ghoul chapter, a lot of people said Forever entwined is so bad, an useless outdated effect, and needs to be reworked. Other perks like the new knockout and others got a negative feedback that needs some changes but had no changes from the PTB. Some perk changes on this patch is just a band-aid fix or doesn't increase the usage rate drastically. It's seems making a new chapter with all 3~6 perks that has some value is rocket science for the devs. Either they make charcters with all 3 good/decent perks like artist, pinhead, Jill, Gabriel, or all too niche/bad like Wesker, Skull merchant, both Lyra, etc.
Idk the point of having consultants at this point. Either the devs ignored the feedback and consultants, or the consultants were sleeping on the job.
Deep down, part of me genuinely believes they are only allowed to make one perk that people actually want to use, and they have to make the other two perks suck to compensate for that. But the issue is that when they miss the mark with their golden perk, it’s all a wash.Tools of Torment dropped nine dukies into the perk pool. Thalita can be argued as the worst survivor or the most expendable because her perks are sooooo baaad.
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904293#Comment_3904293
This is a massive W!
https://us.v-cdn.net/6030815/uploads/6CGNS0WSW6UW/20250403155644-1.jpg
Just one of undoubtly many examples of charm setups you can make now. Locker charm on Dredge = mandatory.
this charm is so cute! hope it goes back in the store rotation sometime soon.
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@DINNERBRAINS said:
I agree
I concur.
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@francesinhalover said:
This perk has been overpowered for years now and with distortion being nerfed it's even more op.
So again, why is this perk allowed to exist in this state without any counter play?
Distortion needs to go back to 3 tokens.
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I am very happy to see them removed. I am tired of playing on multiple Badham maps, every night, in both roles. The maps were bloated. Map design should rightfully indicate SIGNIFICANT changes. Minor changes never belonged in the game in the first place. I should feel I am exploring another area of the same realm. Not on the same map, but slightly different.
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speak the truth @MoZo!!!!!!!!!!!!
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I am so excited because it will be nice to just play and be rewarded for naturally having fun!
There have been so times when I had rare moments happen, but I didn't have that challenge selected at the time.
No more!
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/440859/please-prevent-lobby-dodging
I would like to see them test out either locked lobbies or no lobby at all. Let their matchmaking system have its best chance to do its thing and see how it affects trails. So many evils come from the one-sided stomps, and most of it goes back to backfilling.
GOOD IDEA ALERT DETECTED!
A GOOD IDEA HAS BEEN DETECTED!
EVERYONE LOOK AT THE GOOD IDEA! -
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902864#Comment_3902864
Wish it still stacked, I don't know why they removed that aspect towards it lol.
100%. I do not understand why so much of the bloodweb is largely useless and has little impact on the actual game. I understand there are concerns that SWF groups would abuse any advantage given to them … but there is a difference between "this has a slight effect that might influence the trial" and "this literally does nothing and you might as well not bother ever using it" to me.
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@Wezqu said:
I don't think Behavior has any kind of contract with you. If you want compensation of your work go ask it from the streamer you work for as its his responsibility not Behaviors.
A kind reminder that I do not owe any team or killer in this game 100% or even 10% of my effort. The street goes both ways.
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@rnerrrr said:
it’s been the same thing for about 20 games and it’s actually annoying I swear if this freak of nature doesn’t get nerfed I’m gonna bully every single person that plays him I can only take so much of this freak running around camping gens breaking my pallets and just not being able to escape from
Nerf Blight!
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@T1MEXII said:
Old : After not moving for 6/5/4 seconds, this perk activates.
Until you start moving, you see the aura of the Killer as well as all generators and chests within 24 meters.
New : After not moving for 8/7/6 seconds, this perk activates.
You see the aura of the killer as well as all generators and chests within 24 meters for 5 seconds. Has a 15 second cooldown.
I took the inspiration of this perk rework from the idea behind 99% Sprint Burst. Instead, you can 99% aura until you need it. Spamming it would be slightly too strong in chase, so I added a small cooldown.
Yes please! Bardic is the only good perk from Aestri.
Their illusionary perk does not fool anyone twice. It needs to look more convincing.
This post is 100% correct and you should get more information for standing still for such a long time. Wasting time for information is acceptable to me. I think similar ideas could be implemented for WOO and Deja Vu to put these perks at a similar balance to Visionary and Alert and bring the perk pool in closer alignment.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902831#Comment_3902831
You've meant overtuned (strong) or undertuned (weak) ? Because he is pretty weak right now.
@OP
For survivor i just play the same ones because i don't have too many leveled up - Felix, Leon and Vittorio.
For killers, i have some mains and play casually with almost everyone, with exception of Nurse (never spent time to learn her) and Skull Merchant and trapper (too weak to bother to play as)
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902839#Comment_3902839
You meant he was overnerfed then. We are in complete agreement. His gun is way too slow to pull up, he needs reload or miss cooldown add-ons base, and I haven't seen any arguments that justify his nerfs from way back when, except "He was uncounterable at loops" and "He was S tier." Explain how, if he never saw ANY play at high level or tournament. This is just like the nerfs to Freddy or Chucky, legit nerfing the weakest killers in the game. He's really fun to play in theory, too, as he was before his nerfs. But after just 1 or 2 matches with him, every time I'm like, "I'm done." Too frustrating for too little reward.
My bad. I am not choosing my words very well. In my head, I thought overtuned meant too much was done.
The “Death”slinger is neither deadly or scary to me. In my heart, it feels like the design team said “well he has a gun, so we have to make him completely suck and that means he is balanced.” I am not sure what is deadly about him. Most of his shots miss? Kinda boring to me.
Whenever I go against one, I know I’ve already won the trial unless I am in solo queue and they give up on me.
Maybe this is a perspective issue? I only play on console. I don’t have crosshairs taped to my living room TV the same way you might on a computer monitor. I don’t know if I like the character enough to justify spending money on his one gun that has sights on it.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902831#Comment_3902831
what do you think makes him aggressively overturned? My friend said the same thing kind of that he feels a bit much.
Most, if not all of his 2v8 buffs should go to live servers. His gun shoots too slow and takes far too long to reload.
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Deathslinger is so aggressively overtuned that he feels both useless to play as, and almost an automatic victory when playing against.
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@Zakon05 said:
I liked this modifier a lot the past few times, it was a good time on both sides.
This time it's been miserable.
Play survivor, killers tunnel at 4-5 gens and aggressively camp and slug, often when they're in no danger of losing the match.
Play killer, survivors bring 4 BNPs/syringes and play in the most mind-numbingly boring ways possible (pre-drop pallets, hold W).
I refrain from using strong items when I go in, and on killer I use wackier addons like the Cube of Zoe on Dracula and the Chatterer's Tooth on Pinhead, and I seem to be the only one who is trying to relax in this mode.
I don't mind hard games where everyone is trying their hardest to win, in fact quite often I enjoy them. But not when I can't customize a loadout to maximize my odds of winning. What's the point of sweating this hard in the RNG mode?
We got really lucky with this version of Chaos Shuffle, as there is no event tomb or rewards to collect by participating in the queue. This means I can 100% fully ignore the modifier and play in normal queue instead. With full sincerity and a serious tone indicator, BHVR could unleash a legendary 1000%+ BP modifier for Chaos Shuffle Survivor and I still would NOT play it. Not worth it.
BHVR could release a new feature called "Blood Pool" where playing in one Chaos Shuffle Survivor game would instantly fill your bloodpoints to the max 2,000,000 just for playing one (1) game and I still would not play Chaos Shuffle. Still not worth it.
I play Dead by Daylight to have fun. Chaos Shuffle is NOT fun.
Until they give the ability to shuffle perks mid-match, I'm not playing. Not chaotic. Not shuffle. Not for me.
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@SeriousRain said:
Hello everyone, I would like to ask what is community opinion on latest killer before Ghoul comes out soon in just few days.
As for me, I think she is fun and quite strong killer. Her perks are below avarage and situational. Do people still play her? For the past days I can't find match againts her.
I have played against HM 95% and played as HM 5%.
I personally do not think resisting the dog’s bite by yourself should take as long as it does. It is a guaranteed hit in the current state. I think it should not be a guaranteed hit. There should be skill expression. -
@SummerBBQDwight said:
Dash, range, Dash, range, dash, range, Dash, range, dash, range, anti-loop, anti-loop, anti-loop,...
Can we get like more trapper type killers? Set up killers? Something that doesnt counter loops and have distance? We need more trapper killers, we need more than you dash, you can't loop or I go fast powers.
Hag and Trapper are not very popular to play. Several streamers are on record having a “No Hag” policy. If you were a company, and you wanted to sell new content, would you make a killer for a niche, minority audience?
I think the M1 killers need a specific buff, like basekit corrupt intervention, for your request to be viable.
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@CountOfTheFog said:
There are posts on Twitter/X but I thought I'd make my own for us here! Copy the template and tell us your answers!
first main: Ace and Myers
current main: Nancy and Freddy
fav map: coal tower
fav perk: Kindred
fav item: Med-kit
fav chapter: Stranger Things
how many p100s?: 3: Freddy, Nancy and Steve/Johnathan
hours: ~6,000
first main: David - Way back then, I made minimum wage at 20 hours, so I had to save up to buy his lifeguard outfit.
current main: I have a genuine connection with Vittorio, and sometimes I have to remember he is a fictional character.
fav map: Hawkins. I started really playing DBD a few weeks before it got removed. It made me sad that I only got to play it for a month. Now that it has come back, I treasure it every time — even when I play Billy.
fav perk: I printed out the wiki entry for Self-Preservation and took it to therapy to describe my life. Shame the perk sucks, haha.
Life is unforgiving.
The more confirmation you get of that, the more prepared you become.
"Something I learnt in the industry: when the axe is swinging, keep your head down." — Yun-Jin Lee
fav item: Key with Blood Amber add-on
fav chapter: Five Nights at Freddy's ;)
how many p100s?: 1: Vittorio, but if they were around back then, David would be a P100 too.
hours: ~5,000
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I am not going to name any names, but I watch several content creators that used to express so much negativity towards BHVR that it became part of their vocabulary. Those same creators no longer have that same negativity towards the company—it is adequately directed to the topic and what they think about the issue. There is an actual sense of humanity now. I have seen people’s behavior and deeply rooted beliefs be changed because of this transparency and healthy communication. I feel like we are focused on root causes and what actually drives our behavior now. This makes me very happy. I want DBD to last a long time.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900993#Comment_3900993
Care to elaborate or are you just going to keep this up?
Seems only one of us is willing to discuss it.
The fact that this post was downvoted is WILD.
“I’m not going to argue with you, but I will insult you.”
”That isn’t a discussion. That’s not why we’re here.”
5 players on the internet: 👎🏻👎🏻👎🏻👎🏻👎🏻
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My opinion is that I like healthy communication when I see it. The community's opinion towards BHVR has started to shift—and I've noticed this especially in the way that most content creators speak about the company. Bugs are still a pain point for the brand, but I've noticed a lot less BHVR-targeted anger recently. Whatever changed seems to be working and that makes me happy.
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@jasonq500 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900607#Comment_3900607
She'll always be hated, no matter how perfect she'll in a rework
And I want was best for her too
But if she were to be reworked, at least keep her identity in tact that most skully enjoyers loved then just straight up removing them
With full respect, what identity are you talking about?
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@THE_Crazy_Hyena said:
I do hope they come out with new pictures soon, since I want to have Sable as my avatar 😇
Real!!!
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My opinion? YES! WORK!! SLAY!!!
drone go brrrrrrrrRRRRRRRRRRRRRR.
I would play this killer and have fun with her power. I like that she forces survivors to crouch. That is a fresh and unique mechanic to me, as Hag's are not that common to play against these days.
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Don't you die at the end of one chase? I remember I got tired of it very quickly.
But I do think it should be longer than 3 days this time around.
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@PubStar87 said:
Genuine question. I'm not.
EDIT: I hope you forum mods and devs are paying attention to this. I asked ONE SIMPLE QUESTION. Your players have spoken. You treat us like cannon fodder. We are DCing and giving up. Stop shaping your game around whales and streamers. Fix the hackers. Make it fun again or lose your players!
The quality of my teammates extends from a single cell organism with an Xbox controller to 100,000 IQ Einstein. I help everyone equally, and sometimes I get emotional when other players make a big mistake. But that is okay. We will work together anyways. That is my favorite part about this game. It sucks when other people don't care or get upset—but sometimes things work out.
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@I_Cant_Loop said:
One of the most frustrating things about this game is the complete lack of stats. BHVR releases game stats only very rarely, and the stats that they do release don’t really tell us anything about game balance, relative strength of killers, etc.
The most interesting stats that they have ever released IMO were the average survival rates back at the end of 2023. I’ve seen nothing similar since then. Will we ever get these stats again? The forum is full of arguments about game balance and whether solo queue is too weak, SWF is too strong, killers are too weak/too strong, etc. Lack of transparency with the game statistics is helping feed a lot of these arguments.
You are very real for posting this. I agree with you 100%.
I understand that some statistics would be detrimental to the health of the game (#kills/#survives)
But what about the happy statistics?
How many unique players/friends have I played with in the Fog?
How many times have I helped other people escape with my care and effort?
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Let's at least give them a chance to tell us what they are thinking. :)
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@LockerLurk said:
Why should someone have to play against the fifth Nurse who slugs everyone for Moris with Iri Mori, or the fifth SWF that sends an M1 Killer to the Game with map offerings just so the SWF gets an easier time? It will stop when those things are handled by the devs (which they're thankfully at least looking at map offerings), otherwise you should be aware nobody OWES you a match. And that's alright. Nobody OWES you a game with them.
This is not a quit. This is not a DC. The game has not started and 1 minute is nothing. 4 minutes on the ground is too much, 2 minutes teabagging int he gate is too much, but 1 minute is also too much? The rounds will never instantly load nor should they, and nobody should be forced to play a game they've clearly been set up to fail in from the word go.
Plus, how would you even police this? How would you know it's not someone's internet crapping out? So people with bad ping or a bad internet connection should be unfairly penalized for YOUR discomfort at a match being abandoned?
Maybe don't bring things into a match either side that cause the match to be abandoned, how about.If you place yourself in a queue, you have expressed intent to play a game. Quitting before a match starts is still selfish. 4 minutes should not be wasted in the world because one person didn't like what their opponents have brought to the trial.
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@PubStar87 said:
Genuine question. I'm not.
I’ve just been doing my tome challenges and hoping for the best. I wish the community was a bit more kinder in the game client.
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@IWantCandys said:
This is the 3rd (or even 4th?) version of Chaos Shuffle, and there are still no radomized items or add-ons, even though so many players have been asking for them since version 1. As far as I know, the developers have never commented on this or explained why they keep deciding against it. I'd be extremely curious to know why.
There are randomized perks, yes, but other than that, it doesn't really feel like fun chaos when every player can choose to bring their strongest items/add-ons and sweat like crazy with them.
It feels just as sweaty as normal mode, the only difference being that there are hardly any meta builds.
I don´t expect an actual answer from the devs but I´ll keep asking anyway …. why we can´t have randomized items and add-ons for REAL chaos ?
I mean this with respect, but the community asked the developers to take time to fix bugs and improve the game’s health. That is where the focus is now, and this is a placeholder to fill time. I am happy with whatever we are offered if the end result justifies the boredom.
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@Megaspyder said:
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 lived a curious young woman named Annalise. She was born in a small, peaceful village, nestled at the edge of a vast, mysterious forest. The villagers spoke little of the forest beyond the border, only warning the young ones to stay away from its dark depths. They said that terrible things lived beyond the trees, things that no human could understand. But Annalise had never been one to heed warnings. Her heart burned with the desire to know what lay beyond the borders, to explore what others feared.
For years, Annalise had gazed longingly at the thick treeline, her mind full of questions. What was so dangerous about the forest? What secrets did it hold? The stories the elders told always seemed incomplete, as if they were hiding something, and Annalise couldn’t bear the feeling of being left in the dark.
One day, unable to resist the pull of the unknown any longer, Annalise packed a small bag with food, a flask of water, and a knife for protection. She whispered a silent goodbye to her village, knowing that she may never return, and set off toward the forbidden woods.
The deeper she ventured into the forest, the more the trees seemed to close in around her. The sunlight barely reached the ground through the thick canopy, and the air grew heavy and still. Annalise pressed on, heart pounding, as she discovered strange and unsettling sights—plants that seemed to move on their own, eyes peering out from behind thick roots, and the faint sound of whispers on the wind. But still, her resolve did not falter. She was determined to discover the truth, whatever it may be.
After what felt like days of walking, Annalise stumbled upon an ancient stone structure, half-covered by ivy and moss. It seemed to pulse with an eerie energy, as though it had been waiting for her arrival. Her breath caught in her throat. This was no ordinary ruin; it was alive in some strange way, as if the stone itself was aware of her presence.
Curious, Annalise stepped closer and touched the stones, feeling a surge of power rush through her fingertips. The ground trembled beneath her feet, and the air seemed to grow thick with dark energy. Before she could pull her hand away, a force she couldn’t explain gripped her and pulled her forward, dragging her into the heart of the structure.
As the darkness closed in around her, Annalise felt her body change. It started with a strange tingling in her skin, followed by sharp pains that coursed through her limbs. She screamed, but no sound came from her mouth. Her vision blurred, and her hands twisted into something unrecognizable. She felt her back crack and stretch, her spine elongating. When the transformation was complete, Annalise was no longer a woman. She had become something else.
A monstrous, grotesque creature stood where Annalise had once been. Her body was now that of a giant spider, long and spindly with a grotesque, bloated abdomen. Her once-human eyes were now large and multifaceted, seeing the world in a way she never could have imagined. Her skin was pale and waxy, and strange, silken threads began to weave from her body, forming webs that seemed to pulse with unnatural energy.
As the transformation finished, a voice echoed in her mind—an ancient voice that filled her with dread. "You have crossed the line, Annalise," it whispered. "The border was never meant to be crossed. The forest is not just a place; it is a living thing, and now, it has claimed you."
Annalise’s new instincts were wild and primal. She felt a sudden, overwhelming hunger—a need to create, to build something that would tie her to this place forever. In the corners of her mind, the thoughts of her former life—the village, her family, her dreams—began to fade. They seemed distant, irrelevant. All that mattered now was the web she could spin, the domain she could control. She was a mother now, in the truest sense, bound to the forest and its dark energy.
With great effort, Annalise tried to hold onto her humanity, but it slipped further and further away. The voice in her mind called to her again. "The forest will be your home, and you will serve as its protector, its queen. Your children will be born from the dark, and they will inherit your power."
And so, Annalise became the queen spider of the forest, her webs stretching far and wide, trapping those foolish enough to venture too close. Her human form was a distant memory now, lost within the tangled threads of her new existence. She gave birth to countless spiderlings, each one more powerful than the last, and together, they ruled over the dark heart of the forest, keeping anyone who dared to approach at bay.
But deep within her twisted heart, a flicker of the woman she once was remained. And on quiet nights, when the wind whispered through the trees, Annalise would remember her village and the life she had lost. She would remember the girl who had once dared to explore beyond the border and wonder—if she had only listened to the warnings, would she still be human? Would she have remained the same? Or was it her fate to become something else, something monstrous, all along?
And so the legend of Annalise the Broodmother spread, a warning to all who dared to challenge the boundaries set by those who came before them. For in the end, the border was not just a line on a map—it was a boundary that separated the human from the unknown, the safe from the dangerous, and the living from the cursed. And those who crossed it would never return the same.
Loadout
Spider Senses
Her heightened arachnid instincts allows her to detect Survivors lurking in the shadows, even when they think they’re hidden. She can feel the vibrations of their movements, and the tension in the air makes her aware of their presence.
Effect:
- Tier 1: When a Survivor enters your Terror Radius, Spider Senses activates for 10 seconds, revealing their aura for 2 seconds.
- Tier 2: When a Survivor enters your Terror Radius, Spider Senses activates for 12 seconds, revealing their aura for 3 seconds.
- Tier 3: When a Survivor enters your Terror Radius, Spider Senses activates for 15 seconds, revealing their aura for 4 seconds.
Like a spider feeling the vibrations in its web, she becomes attuned to the subtle movements of her prey. Their fear is palpable, and she can strike when they least expect it.
Entangled Web
The web ensnares the Generator and causes malfunction in the inner-machinery.
Effect:
- Tier 1: Kicking a Generator entangles the Generator with a sticky web-like substance. When a Survivor interacts with the Generator creates a unique mini-game where the Survivor have to destroy the web as quickly as possible. If failed on time, explodes the Generator, losing 5% worth of progress, regresses the Generator and reduces the movement speed of Survivors by 10% for 20 seconds.
- Tier 2: Kicking a Generator entangles the Generator. When a Survivor interacts with the Generator creates a unique mini-game where the Survivor have to destroy the web as quickly as possible. If failed on time, explodes the Generator, losing 5% worth of progress, regresses the Generator and reduces the movement speed of Survivors by 10% for 25 seconds.
- Tier 3: Kicking a Generator entangles the Generator. When a Survivor interacts with the Generator creates a unique mini-game where the Survivor have to destroy the web as quickly as possible. If failed on time, explodes the Generator, losing 5% worth of progress, regresses the Generator and reduces the movement speed of Survivors by 10% for 30 seconds.
Hex: Web of Lies
Her deceitful webs cloud the truth, distorting reality and forcing Survivors to question what is real. Once activated, your Hex totem’s power manipulates the environment around them, making every step a dangerous game of uncertainty.
Effect:
- Tier 1: Survivors suffer from the Confusion status effect. This causes all sound cues, including audio from the Killer’s Terror Radius, to become distorted (e.g., quieter, muffled, or delayed) after they interact with a Generator, Heal, or perform any other action.
- Tier 2: Survivors suffer from the Confusion status effect. This causes all sound cues, including audio from the Killer’s Terror Radius, to become distorted (e.g., quieter, muffled, or delayed) after they interact with a Generator, Heal, or perform any other major action.
- Tier 3: Survivors suffer from the Confusion status effect. This causes all sound cues, including audio from the Killer’s Terror Radius, to become distorted (e.g., quieter, muffled, or delayed) after they interact with a Generator, Heal, or perform any other action.
As long as the Hex totem remains intact, the effects of Hex: Web of Lies persist. If this Hex totem is cleansed or blessed, the Killer will transfer its Terror Radius to the Survivor for 60 seconds and make the killer Undetectable during that time.
"She should have never entered the forest." - Annalise's grandfather
Weapon: Enlarged Fangs
Her fangs are big and sharp enough to puncture through steel.
Power
Spider Web & Silky Web
The Broodmother can spin a spider web and place it around the map or use the silky web to spit at survivors, pallets or windows.
When a survivor interacts with a pallet or window affected by her silky web will reduce the survivor's interaction speed while increasing the vault speed for Broodmother. When The Broodmother hit the survivor with her silky web, the survivor gets slowed by 50% and stops the survivor from vaulting pallets, windows or using items. When you down a injured survivor that is affected by her silky web, wrap the survivor in cocoon and spiderlings. Anyone who unhooks the cocooned survivor will transfer the spiderlings to the survivor who is unhooked.
The Broodmother can coat the area with a blanket of her web. The Broodmother has her movement speed increased when walking in her spider web. Survivors inside the web have their line of sight reduced, making it harder to see things from a distance.
Survivors are able to rip the spider web with their hands.
Egg Sacs
Holding the secondary button releases a Egg Sac that acts as a proximity trap for survivors. When a survivor gets too close to a Egg Sac, the Egg Sac burst and covers the survivor with spiderlings. The spiderlings reveal the survivor to their mother, signaling the survivor's presence. The spiderlings continuously move around the clothes, skin, and bite the survivor. A meter fills up and the spiderlings will inflict the Poisonous status effect. Every second fills up 1 charge. Reaching 50 charges inflicts the Cursed Poison status effect.
Survivors can remove the spiders by getting close to one of the 3 Campfires which is randomly placed around the map. Standing long enough near the Campfire burns the spiderlings around you.
Cursed Venom Glands
The Broodmother bite injects a venom into the Survivor inflicting a unique Cursed Poison status effect. When a Survivor is Poisoned, decreases the survivor's healing speed by 1% and the line of sight of survivors inside her spider web is reduced by 1%. Every time a survivor gets hit by Broodmother, triggering Egg Sacs or the spiderlings fills up the meter increases the potency of Cursed Poison by 1% per stack.
Add-Ons
Common
Ancient Stones
The Ancient Stones that transformed Annalise. This is where it all started.
- Increases the proximity range of Egg Sacs by 2 meters.
Chitin
The strong exoskeleton of The Broodmother and her spiderlings. No mere sword could defeat its tough armor.
- It takes longer for Survivors to remove the spiderlings at the Campfire.
Torn Dress
A intricate dress made by a clothier at the village. The dress used to be worn by Annalise which got destroyed during her transformation.
- Increases the range of Silky Web by 2 meters.
Evolved Spinneret
A complex silk-spinning organ capable of creating strong, lasting webs.
- Increases the time it takes for Survivors to destroy the web.
Uncommon
Liquid Innards
Unknown species which got turned into liquid goo by one of Broodmother's spiders.
- Increases Cursed Venom Glands to 2% per stack.
Ecdysis
Remains of a Spiderling's exoskeleton, moulting to maturity.
- Decreases the time it takes to fill the meter.
Venom Glands
Their venom glands are used for turning food into liquid juices. Also using it to hunt bigger prey than they are.
- For every 2 stacks of Cursed Venom Glands gives the Exhaustion Status Effect to a Survivor for 30 seconds after injuring them.
Golden Strands
The gold-like substance on the webs reflects light even in the most darkest places.
- Survivors inside the Spider Web inflicts the Blindness Status Effect.
Spider Silk
A adhesive trap made to build webs.
- Increases the radius of the Spider Web by 4 meters.
Rare
Envenomed urticating bristles
The primary defenses of these spiders causing irritation and lacerations due to the ends having short hooks, making it more difficult to remove. Apparently it's coated with this cursed venom.
- Stunning Broodmother or removing the Spiderlings grants a stack of Cursed Poison.
Vibrating String
Prey are often unaware that spiders can sense their movement through vibrations coursing through their web.
- When a Survivor performs an action whilst inside the Spider Web reveals them in Killer Instinct.
Exploding Nest
A volatile nest capable of coating any prey with acid who comes near.
- Replaces the Egg Sac with Exploding Nest. When a Survivor gets close, the volatile nest explodes and inflicts anyone in its vicinity with Cursed Poison. Reveals the Aura of the Survivors who got near the exploding nest for 10 seconds.
Web Wall
These social spiders can create a wall to catch as many insects as possible.
- Replaces Silky Web with Web Wall. The Broodmother can spit a wall from one point to another to create a huge wall. Anyone who crosses it gets slowed to a crawl and becomes Oblivious for 30 seconds.
Very Rare
Elk Remains
The skeletal remains of an Elk. They suspect that spiderlings, who haven't fully developed their venom glands to turn food into liquid, are the cause of this unfortunate event.
- When there is a Egg Sac inside a Spider Web and a Survivor enters the Spider Web, the Egg Sac opens and the spiderlings attacks the Survivor.
Necrotizing Tissue
When the spider's venom seeps through their veins, it's already too late. Amputation is the only solution.
- After reaching a certain amount of stacks of Cursed Poison causes the Broken Status Effect for 90 seconds.
Missing Villager
One brave villager who tried to search for Annalise despite the warnings received from his kin. He never returned.
- Reduces the cooldown of her abilities and allow Broodmother to place more Egg Sacs and Spider Webs.
Iridescent
Iridescent Cobweb
The cobweb of The Broodmother enhanced by The Entity. Entering the forest is a death sentence.
- The map is completely covered in Spider Web.
- The movement speed of The Broodmother is 4.4m/s.
- The bonus movement speed from Spider Web is removed.
- The Spider Web can't be destroyed by Survivors.
- Always grants Undetectable for The Broodmother.
"You dare trespass my domain?!" - The Broodmother
Egg Sac
Spiderlings born by Broodmother. Undying loyality to their mother, they protect her at any cost.
- Whenever a Survivor harms the Broodmother (Stun, blind, etc.) will trigger an Egg Sac and the Spiderlings will hunt down the Survivor.
- Once attached, the meter is immediately filled, instantly poisoning the Survivor and grant The Broodmother a stack of Cursed Poison.
- Shows the Survivor's Aura at all times until they remove the spiderlings.
New Map - Cursed Spider Cave
This is a map of a cave home to The Broodmother. It's a map filled with horror and dread. Spiderwebs, spiders, spiderlings and skeletons/corpses. Spider eggs on the walls and ceilings. Everything that would shiver even the non-arachnophobics. There is some light going through the splits in the ceiling. Damp moss and rare fungus species living in the dark corners in this vile cave.
Any spider killer must have their spider nest in the basement! 😁
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@Madmillennial said:
Title.
I want to know everyone's thoughts. Who plays swf only? Who's mostly solo/swf/survivor/killer mains?
I know solo q probably has the least fun. I want to know why. Let's open a dialog to see what the common issues people have. :)
Yes, mostly. I try to force myself to stop playing when I complete the current rift until the next page unlocks. I’ve stopped doing older archives and instead play to have fun now. Sometimes the game is unfair. Sometimes I play bad. But I still overall have fun.
Playing on comm’s ruins the appeal of DBD to me. I’ve been considering looking into seeing if silent drop-in SWFs exist. All of my hours comes from playing in solo queue.
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Sometimes I wonder if the usual same ~20 players in my solo queue timezone get tired of playing with me.
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@GalacticGrass said:
Considering the recent post made by one of the developers going over some of the reason why the new killer cannot go vertically is due to the original development teams coding. Considering this, would you be interested in seeing a second Dead by Daylight release with updated code?
If this was a possibility, how much time would you being willing to wait for an entirely new game / engine / code to be released?
Additionally, what features would you like to see implemented?
As we know, this is a live-service game running on almost a decade now. It might be time for a face-lift of sorts…
If you could migrate your account and keep your DLCs and cosmetics, would you be more inclined to wait a year or more without new content knowing a second version of the game is coming out?
Yes, but also no. There is a standard process that must be followed.
The company draws revenue from new content and cosmetic sales. The post from the developer helped us identify a significant risk to the company from obtaining more money “Technical debt stifles creativity and prevents idea execution.” It is up to the BHVR employees to address this risk, assign criticality to this risk, and report it to the risk register. (It’s probably been reported already.)When the risk register is reviewed by senior management, a business decision must be made to mitigate, avoid, accept, or transfer the risk. Over time, conversations are had where the risk status is reviewed, updated, and documented on the risk register.
In this case, we probably would not transfer the risk to a 3rd party as they are quite literally a game studio and have in-house talent. If the risk was avoided, gameplay would become boring and stale over time when ideas begin to run dry. At a certain point, things will become “This is Huntress, but with the Wraith’s cloaking, that can teleport across the map like Singularity, but not with any downsides like Demogorgon” and the language in the community already reflects that. That leaves mitigation or acceptance. Risk can bear pain, but it can also bear opportunity. Risk acceptance would ride and let the game have a profitable end—but these people have jobs and probably want to keep them. Risk mitigation is the most likely choice and this can be reflected in Operation Health.
To mitigate technical debt by producing a completely new product … does not sound very realistic to me. When I write it out, doesn’t it seem rather … drastic to you? I do not work at BHVR and I can’t see beyond the curtain. But I would think what factors existed that have caused other game companies to completely nuke their product and start over, and how big those companies are, and how the company remained profitable during the development period. I am not a software engineer, and I am not going to pretend to be one, but I do wonder if there are ways to “upgrade” parts of the code, or make progress in batches over time and find success through consistency. The objective is clear — reduce technical debt. Improve the coding. But people more informed than me need to continue the conversation from there on how that can be implemented reasonably.At the end of the day, no matter how much we all talk about this, it really all comes down to senior leadership’s thoughts and feelings when they review the risk register. All we can really do is increase the criticality of risks with our feedback.
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@WolfePhD said:
Rank does not impact matchmaking. Players that have P100’s probably don’t care about getting 1 million bloodpoints every month, considering I usually get that in one sitting. I hope the appearance of a penalty will change behavior, but that’s left to be seen.
It may be worth considering reviewing the grade rewards and making them more attractive for the player base. Instead of 1,000,000, I think it should be either 5m or 10m instead. The higher the number, the more loss that is perceived from the player. There are P100’s that want other P100’s and spend bloodpoints.
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@redhat74 said:
Are there any that are over 40+ or 50+?
I don’t see how this information could be used in a way that incites positivity and respect.
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I think Hens333 has the same issue!
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Dead by Daylight is going to really change and improve in less than one hour. This will be the highlight of my day. I woke up early and finished all my work so I could have the afternoon off for this.
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@Chiky said:
the worst part is that in game reporting does nothing, and reporting on the website with video evidence also does nothing...
It made me feel genuinely sad and upset when I heard a popular content creator (withholding their name) say on stream “the reason I did not report the cheater is because it will do nothing.”
That gutted me. My learned behavior changed to not report, now. -
I am a simple man.
I see YT videos saying “this is busted”.
I then run that in every build, because I am a sheep.
Baaaaaaaa 🐑
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Rank does not impact matchmaking. Players that have P100’s probably don’t care about getting 1 million bloodpoints every month, considering I usually get that in one sitting. I hope the appearance of a penalty will change behavior, but that’s left to be seen.
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@SelectDevotee68 said:
There wasn't a reason for the stranger things perk names to be changed when the dlc was pulled, so can we keep the perk names the same since people like myself, have gotten used to their current names?
I think gridlock would be way cooler than deadlock. They have the opportunity to make something better with new names.
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@MoZo said:
We’re coming up on 1 year since the nerf done to adrenaline last year and I was curious on what others thoughts on it are. I still hate the nerf that took away the “adrenaline off hook” since it made the perk way more swf friendly rather than a balance between all roles. I understand why it had to go because it put killers in a lose lose situation. The speed nerf and Freddy interaction with it was completely fine and an understandable nerf. I wish they would bring back adrenaline being on hold if you’re disabled because it feels horrible when you go down right before the last gen pops or if you’re solo q on hook and your teammate pops the last gen before you get unhooked.
The perk functions as intended as I feel adrenaline when I meet the conditions on the perk. I think people tend to assume success in Dead by Daylight, when most of my games end before 3 generators in solo queue. It can be hard to justify a perk slot for it, so it makes sense that it has an effect that might come into play later on.
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@Unimatrix00 said:
Hey all,
I wondered if anyone knows what kind of rotation they have set for the Ormond Mine map. I ask because I have only gone to the map twice in the last three to four weeks of playing DBD, while all the other maps seem to be in regular rotation.
Is anyone else experiencing never going there?
I stopped using map offerings because I got sent to Ormand more often than the Lake Mine.
I wish they had a queue that only sent you to Lake Mine for a weekend. There is a part on the map where you can strategically fall down, and I've been really wanting to practice what I've seen other streamers do on the map. So much potential for good pathing.
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@MoZo said:
I love that the pig is getting a very needed buff after 7 years of it being removed but while we’re at it can we get chase and menu music for the pig PLEASE?! All killers should have their own unique chase and lobby music (with the exception of trapper and Freddy). Even wraith, huntress and plague should’ve been got their own chase music since they are original characters so there isn’t a licensing agreement necessary for it.
Saw is such a big horror franchise, too!