Best Of
Re: Grimoire Survivors No Contest Winner
I voted for the old woman. DBD really needs a "super-granny" type of character, in a similar fashion to Ana from Overwatch.
Re: The survivor experience feels like it gets worse and worse with every update
I agree :( sadly. with everything except the extra 5s bt, since I do think with killers that aren't s tiers, the extra 5s is good help to not have the killer wait out 10s, insta down and put back on the hook - I know its only small, but the extra 5s does help give people a slight chance to reach something if they are being tunnelled, and even escape on some cases, for instance when the killer tries to hook deeper in the map away from an exit gate during EDC and is successfully unhooked/traded with, that 5s allows them to make it out or reach safety.
everything else though, yeah med kits got gutted unfairly. I find myself not even bringing them into lobbies anymore because what's the point? i'll just stick on full anti-slug and anti-tunnel and pray my team is gen efficient and can actually last at least 30 seconds each chase.
like, I know survivor are receiving some quality of life improvements lately, but it feels like it's at the expense of…. things that make the game fun? which kinda sucks.
for example, before they nerfed medkits, the last thing I loved doing was pre-dropping a pallet beside a drop down and using it when the killer chases me, but they nerfed staggering when falling from a height, so now you have to wait 5 business days to perform the rushed action after staggering rendering this one thing I used to love doing useless, it made dbd feel so fun, the killer could break the pallet and then it was gone for good. but instead of actually balancing around what people find fun, they nerf it or remove it completely in the name of "balance" and it results in the game feeling stale because it feels like youre forced into playing a way that isnt the same as what originally kept you playing and enjoying the game… instead of playing into what people love about dbd they just nerf them and call it a day and it reduces the amount of fun to be had idk I went off on one here but yeah im not sure why they do this
Re: Grimoire Survivors No Contest Winner
If ONLY we could've gotten a wizard survivor but noooooo.
Philscooper
Re: So still no ghoul changes huh?
Ghoul players with autoaim hitscan-through-walls power calling something else braindead.
Re: The survivor experience feels like it gets worse and worse with every update
Interesting that having an equal chance of escaping or dying (winning or losing) is considered "having zero chance to play". If killer players will only play when the game is unfairly balanced in their favor, would you perhaps call that gasp..."entitled"?
Improving Dead by Daylight (for both sides)
Hi everyone,
I’m writing this as someone who’s played since 2018 and has roughly 5k hours in DBD. I play both sides fairly evenly (Killer and Survivor), which is why I’m trying to keep this feedback practical and balanced. The goal isn’t to “buff my side”… it’s to reduce the biggest friction points that make matches feel worse for everyone, and to make the game more consistent, fair, and fun.
Below are the changes I believe would have the highest impact:
1) Match integrity: meaningful anti-cheat steps (starting with the basics)
Cheating… especially subtle cheating… currently feels too low-risk and too hard to address. When cheating slips through, balance discussions become pointless because the match outcome wasn’t “real” in the first place.
What I’d like to see:
- Server-side sanity checks for impossible states as a first step (teleports, extreme speed/action values, impossible generator progress spikes, etc.). This alone would reduce a lot of blatant cases.
- A stronger path for subtle cheats (short speed bursts, quick wallhack toggles, etc.) that don’t require players to provide perfect video evidence every time.
- A lightweight replay / match review system (even if limited) would help with reporting, verification, and trust.
This should be the top priority because it improves every single other system by making matches reliable again.
2) Solo Queue vs SWF: close the information gap without forcing voice chat
The gap between SoloQ and coordinated SWF is still huge, mostly because SWF gets constant information “for free” via comms. If SoloQ had better baseline info tools, BHVR could balance around a more consistent survivor experience.
Proposal A: Basekit “Kindred-like” team awareness
Not necessarily full detailed auras, but some reliable way for survivors to understand team positioning and intent:
- A rough aura / glow / outline of teammates (or a simplified indicator) to show approximate location.
- It doesn’t need to be perfect… it just needs to reduce the “nobody knows what anyone is doing” problem.
Proposal B: A small communication wheel (ping system)
A limited set of clear, non-toxic, non-spammy messages that cover the most important coordination points, for example:
- “I’m going for the unhook”
- “Killer near me / I’m in chase (stealth killer)”
- “Going for a gen”
- “Hex/Totem here”
- “Reset/heal”
Keep it simple, with a cooldown and a small, clean HUD indicator.
Why not voice chat?
Voice chat with randoms creates language barriers, conflict, and pressure. Many players want to play Solo while still having basic information. A wheel/ping system solves that without the downsides.
Important follow-up: balance should move with the new baseline
If SoloQ gets brought closer to SWF in terms of information, BHVR should also be willing to re-balance around that new baseline. That includes revisiting perks/add-ons whose main value comes from “SoloQ blindness” (for example, info-denial effects like Hex: The Third Seal, which applies Blindness and suppresses aura reading). Otherwise, we risk “fixing” SoloQ on paper, only to reintroduce the same gap through mechanics that SWF can often compensate for via comms. Once the information baseline is healthier, killer tuning and perk balance can be adjusted more fairly and more consistently.
3) Matchmaking/MMR: reduce extreme mismatches and reward actual contribution
MMR currently feels inconsistent in practice: you still see wildly mixed experience levels in the same match. Newer killers(<200h) getting highly coordinated teams(3k hours each), or experienced killers getting brand-new survivors, creates matches that teach nothing and feel awful.
Also, an “escape = good / die = bad” model (if that’s still the primary driver) doesn’t reflect reality:
- A survivor who holds a strong chase for minutes and dies can be the reason the team wins.
- A survivor who hides all match and escapes can gain rating despite contributing little.
Suggestion: add a contribution component (Activity/Impact score)
Outcome should still matter, but MMR should also reflect meaningful actions, like:
- Chase impact (time in chase, how efficiently the killer is occupied)
- Generator progress and teamwork contributions
- Unhooks, heals, protection plays, clutch saves
- Objective plays (clearing key totems, creating pressure at the right time)
The goal is not to “gamify” everything… it’s to prevent the system from rewarding passive play while punishing the players who actually did the heavy lifting.
4) Game pacing: generator speed stacking needs a hard look
Generator repair speed stacking can create matches that end absurdly fast when multiple bonuses line up. In an asymmetrical game where the first chase already heavily influences tempo, extreme gen speed can leave killers with no realistic counterplay.
Suggestion: introduce diminishing returns / a hard cap on repair speed stacking
- Perks and other bonuses shouldn’t multiply into “gens fly instantly” territory.
- A cap (or diminishing returns after a threshold) keeps pacing stable without deleting repair perks from the game.
This is about match health: longer doesn’t always mean better, but too fast makes matches feel meaningless.
5) Pre-lobby & endgame visibility: stop lobby shopping, keep accountability
Right now, killers can often “shop” lobbies based on visible profiles/hours, which leads to:
- Dodging anything that looks difficult
- Targeting the obvious weak link from the start (“this player has 50 hours… my tunnel out”)
Proposal: hide identifying profile info in the pre-lobby
- Keep visible: survivor portraits, items, platform icon (basic transparency)
- Hide: player names, profile links/hours/obvious “experience” signals until the match ends
After the match: show names normally Endgame should show full names so players can report properly and matches aren’t effectively anonymous. Players can still use platform privacy settings if they want their profile hidden… but the in-game identity should be clear at endscreen.
This reduces unfair pre-game advantages and lowers the incentive to lobby dodge or pre-select targets.
6) Consistency: anti-tunnel tools should function against top chase killers
Example: Decisive Strike is meant to be an anti-tunnel tool. But against certain S-tier chase powers (e.g., very high mobility/instant gap-closing), DS often doesn’t buy enough distance to matter.
Suggestion: short power lockout after DS (and potentially similar stuns), palett breaks
If DS triggers, consider briefly disabling the killer’s chase power activation for a short moment so the survivor actually gains a chance to reset position. Some killer powers already interact with short lockouts in other contexts; applying a consistent logic here would help DS do its job across the roster.
If certain temporary modes should be exceptions, that can be tuned… but the core idea is: DS shouldn’t become “basically useless” depending on the killer.
7) Anti-tunnel incentives: reward hook spreading instead of hard tunneling
Tunneling is still one of the most effective low-risk, high-reward strategies: turn a 4v1 into a 3v1 as early as possible. Even if anti-tunnel perks exist, the meta pressure pushes survivors into running them constantly, reducing build variety.
Instead of only adding more punishment systems, I’d love to see killers incentivized to play in a healthier way.
Idea: reward hook spread (with strong anti-abuse rules)
Examples of reward directions:
- A small, controlled regression/slowdown reward for hooking different survivors before re-hooking the same person
- A short, time-limited pressure bonus for “fair rotation” (designed so it can’t be exploited via intentional slugging cycles)
- Anything that makes “playing for 12 hooks / good pressure” feel like a competitive option rather than self-handicapping
The exact implementation needs careful anti-abuse measures, but the goal is clear: make healthier killer playstyles more rewarding, and reduce how often matches revolve around “tunnel one person out ASAP.”
Closing
These are the main areas I’d love to see addressed:
- Anti-cheat & integrity
- Solo Queue info parity
- MMR/match quality
- Pre-lobby fairness + endgame accountability
- Generator speed stacking / pacing
- Consistency for anti-tunnel tools vs top-tier chase powers
- Incentivizing hook spread to reduce tunneling
I’d genuinely like to hear other perspectives (especially from people who play both sides). If you disagree with any point, I’m open to alternatives… but I’d love to keep the discussion focused on what makes matches healthier and more fun for everyone.
Thanks for reading.
Re: So still no ghoul changes huh?
- blight is the strongest killer in the game; exceeding nurse
- they haven't actually released any updated kill rates/escape rates since ghoul was released; the last official stats drop came in april, ghoul released in april.
killer_hugs
Roadmap?
Will there be a new updated roadmap soon to look at? I really want to see healthy changes for this game. (Killer fixes, bug fixes, anti cheat improvements etc)
I’m looking forward to any progress we may see for this year. 🎉💯
Re: The survivor experience feels like it gets worse and worse with every update
How dare survivors ask for the game to be fair.
Re: I'm glad BHVR is doing something about the blatant cheaters in this game
What a way to create goodwill with your community by posting this comment underneath a post by a person clearly frustrated by the dismal state of anti-cheat. Echoing the sentiments above, if the company you work for would actually address this failing, posts like these wouldn't be made so often. Real witty.