Best Of
Re: Feedback Regarding Game Stability and Mechanics
Have yet to read all of it yet but have been having major issues in the game with this part once I read it had to comment.
Action Animation Interruptions and Desync: There is a persistent issue where Survivor animations are interrupted during fast actions, most notably during window vaults. On average, this occurs at least once per match: the Survivor either fails to complete the vault entirely (getting "stuck" or reset) or takes damage in situations where they should be physically out of the Killer's reach. This suggests a significant disconnect between the visual animation and the server-side hit validation, leading to unfair hits and a frustrating gameplay experience.
I will legit hit space bar for a fast vault then jolt backwards sometimes rather then vaulting it then killer just comes and slaps my butt because on his screen it looks like I ran into the window. this is on 30 ping on a ethernet cable. no reason why my character should be doing that.
I will also have it happen on pallets but its more rare, you are dropping the pallet but then animation changes to where you are stuttering away from the pallet after getting hit and pallet didn't even drop.
This is a major issues I've been having with windows specially glad someone else has noticed it.
Feedback Regarding Game Stability and Mechanics
To the Dead by Daylight Development Team,
As dedicated players with a deep investment in your game, my colleague and I are reaching out to share a comprehensive list of critical issues and strategic suggestions. Our perspective is rooted in extensive experience: I have personally logged 7,800 hours in the Fog, while my partner has surpassed the 2,000-hour mark.
Having witnessed the game’s evolution over several years, we have encountered nearly every bug and balance shift in its history. We consider ourselves "live testers" of your product. Unfortunately, we have noticed a recurring pattern where hotfixes often introduce new, significant technical regressions, leaving the game in a fragile state.
We have compiled the following list of persistent bugs and potential solutions that we believe are essential for the long-term health and stability of Dead by Daylight.
This list is categorized into issues regarding audio, graphics, gameplay mechanics, and other frequently occurring bugs. It also includes strategic proposals aimed at improving overall game standards and the player experience.
Audio Issues and Proposals for Sound Design Improvements
- Inconsistent Vault Audio Cues: There is a persistent bug regarding action sounds, specifically during fast vaults. While the Killer correctly hears the fast vault notification, the Survivor performing the action often hears no audio feedback. Although this doesn't game-break the trial, it is a recurring technical inconsistency that undermines the game's polish and should be addressed.
- Inconsistency in Character Presentation (Voice Lines & Lobby Themes): Currently, there is a noticeable lack of uniformity regarding character-specific voice lines and unique lobby themes. While some characters feature high-quality, immersive audio, others remain silent or reuse generic assets. These features should be a mandatory standard for all DLC releases. To maintain a professional level of consistency, original chapters must receive the same level of detail and "A-to-Z" polish as licensed content; otherwise, original characters feel undervalued and incomplete in comparison.
Issues and Proposals Regarding Graphics, Animations, and UI
- Action Animation Interruptions and Desync: There is a persistent issue where Survivor animations are interrupted during fast actions, most notably during window vaults. On average, this occurs at least once per match: the Survivor either fails to complete the vault entirely (getting "stuck" or reset) or takes damage in situations where they should be physically out of the Killer's reach. This suggests a significant disconnect between the visual animation and the server-side hit validation, leading to unfair hits and a frustrating gameplay experience.
- Item Model Misalignment and Clipping: There is a recurring bug affecting how items are held by characters both in-game and within the lobby. Item models frequently fail to align with the character's hand, appearing to "levitate" near the palm or clipping directly through the character's limbs. This lack of proper attachment points (sockets) for items creates a polished-lacking experience that is highly visible to the player.
Core Gameplay Mechanics and Systemic Failures
- Inaccurate Hitboxes and Collision Models: Hitbox registration remains one of the most critical issues in the game. Currently, character hitboxes do not accurately reflect the visual models; they behave like vertical cylinders extending unnaturally high, leading to "ghost hits" where Survivors take damage while falling or when the Killer strikes the air far above them.
- Excessive Slugging and Lack of Counter-Mechanics: A critical issue currently plaguing the game is the prevalence of "slugging"—the tactic of leaving multiple Survivors in the dying state for extended periods to pressure the entire team. This creates a deeply stagnated gameplay experience where players are forced to wait out their bleed-out timers with no way to engage. We believe this is one of the primary reasons why players are leaving the community and not returning. The developers have yet to implement a straightforward solution to address this, despite it being a long-standing issue.
Simple solution to mitigate the frustration of excessive slugging, we propose a dynamic recovery system based on the number of active Survivors:
- 3 Survivors Remaining: If two Survivors are in the dying state while the third is being chased, one of the downed Survivors (the one who reached the threshold first) should have the ability to self-recover after being on the ground for 60 seconds.
- 4 Survivors Remaining: If three Survivors are in the dying state, the same self-recovery mechanic should trigger for at least one of them after the 60-second mark.
- The Persistent Issue of Tunneling: Tunneling remains one of the most detrimental problems in Dead by Daylight. Currently, when a Survivor is unhooked, many Killers immediately target them again, simply waiting out the brief "Base-kit Borrowed Time" or "Off the Record" timers before Downing and re-hooking them. This leads to an extremely short and frustrating match for the targeted player, often resulting in an early death with nearly zero opportunity to actually play the game.
Simple Anti-Tunneling Solution: To effectively combat early-game elimination and forced tunneling, we propose extending the base-kit Endurance duration (the "watch" effect) to 30 seconds, alongside a conditional hooking restriction:
- More than 2 Survivors Remaining: To prevent rapid elimination, the Killer would be restricted from hooking the same Survivor twice in a row. To maintain pressure and slow down the game, the Killer can still down the unhooked Survivor (leaving them in the dying state), but they would be unable to pick them up or hook them until a different Survivor has been hooked. This forces the Killer to spread pressure across the team.
- 2 or Fewer Survivors Remaining: To ensure the Killer can effectively close out the match, all anti-tunneling restrictions would automatically deactivate once the player count drops to two or fewer.
- Anti-Facecamp/camp System: The current anti-camp mechanic is largely ineffective and fails to protect players in practice. The meter is far too lenient, allowing Killers to "proxy camp" at a slight distance with almost no penalty. Furthermore, the system contains several fundamental logic flaws that need to be addressed:
- The "Slug" Penalty: Currently, the anti-camp meter stops progressing if a downed Survivor is near the hook. This assumes the downed player can perform a rescue, which is impossible in 95% of cases (unless they run very specific perks like Bill’s Unbreakable). A Survivor in the dying state should not disable the anti-camp protection for the hooked player.
- End-Game Deactivation: One of the most frustrating aspects is that the system deactivates entirely once the generators are powered. This effectively grants the Killer "permission" to camp without consequence. Competitive integrity should be maintained until the very end of the match; the anti-camp system should remain active during the endgame collapse.
Simple solution: The proximity detection needs to be more sensitive to the Killer’s presence, and the arbitrary restrictions (such as deactivation due to downed Survivors or completed generators) must be removed. The system should reward tactical play, not facilitate stationary camping.
Regression of Killer-Specific Mechanics
- Necessary Rework for The Ghoul: The current state of The Ghoul’s power is fundamentally flawed and lacks a healthy skill expression. Currently, the character's kit feels "automated," where the power does most of the work for the player, rewarding them regardless of their actual skill level. This has led to a significant decline in pick rates among players looking for a rewarding challenge.
Issues with Mechanics and Fairness: The character’s ability to traverse the map is perceived as unfair, especially combined with an immunity to stuns and the ability to deal damage through environmental objects. These mechanics bypass the core interaction between Killer and Survivor (the "looping" phase), leaving the Survivor with no viable counter-play. We strongly recommend a complete mechanical rework to introduce a higher skill ceiling and remove these non-interactive elements; otherwise, the character remains a detriment to the game's overall health.
- Persistent Mechanical Bugs - The Mastermind (Wesker): Despite being in the game for a long time, Wesker remains one of the most bug-ridden characters, with some issues persisting for over 1.5 years:
- Physics-Defying Movement (Diagonal Running): There is a recurring glitch allowing Wesker to run at impossible angles or maintain momentum in ways that defy the game's physics engine. This makes his movement unpredictable and impossible to counter-play effectively.
- Flashlight Blind Immunity (Tentacle Hitbox): A major flashlight bug involves Wesker's tentacle hitbox blocking the Survivor’s flashlight beam. Even when aimed correctly at the face, the hitbox of his power acts as a physical shield, making him nearly impossible to blind during certain animations. This has been a known issue for approximately 18 months and remains unaddressed.
- Stun vs. Hit Validation (Palettes): Wesker frequently deals damage through pallets simultaneously with being stunned. Visually, the pallet drops and the "stun" notification appears, yet the Survivor still takes damage from the dash or basic attack. This "trade" logic is heavily skewed in the Killer's favor and ignores proper hit validation.
- Critical Animation Failures - The Nurse: The Nurse’s blink mechanics are currently plagued by severe animation desync, making her movements nearly impossible to track or predict:
- Missing Fatigue (Stun) Animation: There are frequent occurrences where the Nurse does not show a visible fatigue animation after a blink. This lack of visual feedback prevents Survivors from knowing when it is safe to move or interact with the environment, as she appears ready to attack instantly.
- Blink Positioning and "Phantom" Hits: The Nurse often visually "overlaps" with the Survivor's model upon reappearing. This results in "impossible hits" where she registers damage while practically inside the Survivor's hitbox or by striking the air in front of the Survivor before the teleport animation has even fully concluded on their screen.
- Visual Desync: On the Survivor’s end, she frequently appears to "teleport-spawn" directly onto their position without the travel animation, leading to unavoidable damage that bypasses the intended reaction time.
- Critical Audio-Visual Desync - The Nemesis: There is a severe issue with The Nemesis where his power telegraphing is completely broken. The animation for drawing his tentacle is invisible, and the associated audio cue—which is essential for dodging—is missing. This results in "instant" hits without any warning, removing the ability for Survivors to react to his power and turning every interaction into a guessing game due to technical failure rather than gameplay skill. The issue observed with The Nemesis is part of a broader, systemic problem where Killer powers lack consistent audio and visual cues.
- Broken "Reveal" Mechanic - The Ghost Face: The stalking and revealing system is fundamentally broken. From the Survivor's perspective, it is frequently impossible to "reveal" Ghost Face even when centering the camera directly on him in an open field.
- Inconsistent Line of Sight (LoS): The game fails to register that a Survivor is looking at the Killer, allowing Ghost Face to complete a stalk while being fully visible. Conversely, Survivors are often "exposed" through solid objects where no clear LoS exists.
- Lack of Visual/Audio Feedback: The reveal progress often resets or plateaus for no apparent reason, making the interaction feel like a "roll of the dice" rather than a skill-based mechanic. This inconsistency makes playing as or against Ghost Face a frustrating experience driven by technical RNG.
- Reinstatement of the Proposed Twins Rework: We strongly urge the developers to reconsider and implement the Twins rework previously showcased on the PTB. That iteration was a masterclass in solving long-standing issues with the character's design.
- Eliminating Forced Slugging: The PTB changes provided the Twins with a viable playstyle that didn't rely on leaving Survivors on the ground for half the match. It made the gameplay more dynamic for the Killer and significantly more fair and engaging for Survivors.
- The "Only Right Direction": For a community tired of stagnant mechanics, that rework represented the only logical path forward for the character. We do not need alternative, watered-down solutions; the PTB version addressed the core issues of flow and fairness that have plagued the Twins since their release.
General Gameplay Mechanics & Technical Failures + our proposed solutions and ideas
- Failure of the MMR (Matchmaking Rating) System: The current matchmaking algorithm is fundamentally broken for veteran players. It is unacceptable for a player with 7,800 hours to be matched with teammates who have as little as 80 hours of experience. Dead by Daylight is a team-dependent game where the probability of escape drops to near 0% if even one teammate fails to understand basic macro-play.
- The "Soft Cap" Issue: The MMR ceiling is far too low, causing high-skill players and beginners to be grouped into the same "high-tier" bracket. This leads to a massive skill gap within a single lobby.
- Team Imbalance: In the Survivor role, this mismatch makes the game unplayable. New players lack the "game sense" (macro-play, positioning, efficiency) required to support a veteran teammate, turning every match into a frustrating and one-sided loss regardless of individual performance.
- Inaccurate Skill Metrics: The system relies too heavily on "kills vs. escapes" rather than actual contribution (chase time, generator efficiency, altruism). We need a matchmaking system that respects time invested and actual mechanical skill.
- Killer Latency & Hit Validation Abuse: There is a severe issue with how the game handles high latency on the Killer's side. Despite the game having dedicated servers, the "hit validation" system consistently favors the Killer's perspective, even when their ping is unacceptably high.
- Impossible Hits at Vaults and Palettes: Survivors are frequently hit after clearly completing a vault or dropping a palette. On the Survivor's screen, they are already 2 meters away, yet the server validates the hit because the Killer’s laggy client still sees them within reach.
- Unfair Advantage for High Ping: This effectively rewards Killers for having a poor connection, as it creates "phantom hits" that are impossible to dodge or predict. We need a stricter server-side check that rejects hits when the Killer’s latency exceeds a reasonable threshold, especially during vaulting animations.
- Removal of Asymmetrical Fall Stagger: There is a fundamental lack of balance regarding fall mechanics. Survivors have always been penalized with a significant "stagger" (stun) after falling from heights, while Killers suffer almost no penalty and can land a hit nearly instantly.
Simple solution: Either significantly reduce the stagger duration for Survivors to allow for more fluid chases or implement a matching stagger penalty for Killers to prevent "instant-landing" hits. The current system provides an unearned advantage to the Killer in vertical loops.
- Animation Overhaul (Interactions & Healing): It is unacceptable that in 2026, the core mechanic of healing still consists of "waving hands in the air" from a distance.
- The Issue: The lack of physical contact during healing, combined with frequent desync that places characters meters apart during the interaction, completely breaks immersion. It looks amateurish and outdated for a leading title in the genre.
Simple solution: Implement a "Physical Interaction" system. Healing should involve actual contact animations (bandaging, applying pressure) that lock character models together to prevent "ghost healing" from a distance. Every interaction (healing, repairing, unhooking) needs a modern, 2026-standard animation pass.
- Removal of the Automatic Finisher Mori: The "Finisher Mori" system is a failure that strips the game of its most intense end-game moments.
- The Issue: Automating the Mori when the last Survivor is downed removes all agency and hope. It eliminates the possibility of "clutch" escapes via the Hatch, Unbreakable, or the Killer's mistakes. This mechanic feels like a participation trophy for Killers who cannot manage the end-game. In a horror game, the struggle should last until the very last second.
Simple solution: Scrap the automatic Finisher Mori. Keep Mori as a tactical choice or an earned reward, but never as an automated system that ends the match prematurely while a Survivor is still "alive" and has potential tools to escape.
- Restoration of the Self-Unhooking Mechanic: The removal of the base 4% chance to unhook oneself has stripped Survivors of their last "desperation play."
- The Issue: This mechanic was often the only response to toxic gameplay (hard camping/slugging) or a complete lack of coordination in Solo Queue. Removing it didn't improve the competitive health of the game; it only increased the feeling of helplessness.
Simple solution: Revert to the original system where every Survivor has 3 attempts with a base 4% success rate. In a game plagued by camping, giving the player a small, high-risk chance to save themselves is far better than forcing them to hang there until death without any agency.
- Removal of Rank Penalties for Failed Stage 2 Skill Checks: The current system that penalizes a player’s rank/pips for failing a struggle skill check on the second hook stage is overly punitive and outdated.
- The Issue: Factors outside the player's control—such as server lag, audio desync, or hardware frame drops—can cause a missed skill check. Treating this as a "failure of skill" that results in a rank penalty is unfair.
Simple solution: Remove the negative impact on Rank/Emblems for failing these specific skill checks. The loss of a hook stage is penalty enough; the game should not further punish the player’s overall progression for a mechanic that is often influenced by technical instability.
- Removal of Dead-Zone Management (Renewing Hooks): The change that allows hooks to respawn after a Survivor dies has removed a significant layer of strategy from the Killer role.
- The Issue: Previously, Killers had to manage the map’s resources carefully. Killing a Survivor in a specific area created a "dead zone" that Survivors could use to their advantage, forcing the Killer to plan their hooks strategically.
- The Result: Now, the game is overly simplified. Killers no longer need to worry about hook placement, as the resources replenish themselves, effectively lowering the skill ceiling and removing an important tactical counter-play for Survivors.
Simple solution: Revert to the permanent destruction of hooks upon a Survivor's death (excluding Scourge Hooks or specific mechanics) to bring back the strategic depth of map control.
- Ineffective Perk Balancing & Meta Stagnation: The current approach to balancing perks is fundamentally flawed. Instead of reworking "dead" perks that have seen 0% pick rates for years to encourage build diversity, resources are wasted on unnecessary tweaks to mid-tier perks.
- The "Dead Perk" Problem: Hundreds of perks remain useless in the current game speed. These require complete mechanical reworks, not minor numerical buffs, to create a fresh experience and move away from the stale meta.
- Ignoring Overpowered Outliers: While useless perks are ignored, certain "S-tier" perks that dominate the meta for years remain untouched or receive "slaps on the wrist," forcing both sides into a repetitive and exhausting gameplay loop.
- Meaningless Reworks: Recent reworks often fail to address the core reason why a perk isn't used, resulting in "new" versions that are still non-viable for high-tier play. We need a philosophy shift towards making every perk a viable tool for specific strategies.
- Transition to Character-Specific Abilities (The "Hero System" Proposal): The current system of hundreds of shared perks is unsustainable and impossible to balance. We propose a fundamental shift in game design, inspired by titles like The Texas Chain Saw Massacre.
- One Signature Ability per Survivor: Instead of Survivors being interchangeable "skins," each character should have one unique, built-in ability that defines their role (e.g., a "Medic" role for Claudette, a "Saboteur" role for Jake). This would remove the need for 300+ perks and focus gameplay on character identity.
- Reducing "Perk Bloat": We propose reducing the intake of new perks. New characters should enter the Fog with one high-quality, impactful signature skill rather than three mediocre ones that further pollute the balancing pool.
- Removing Build Dependency: Moving away from complex, often broken "meta-builds" towards a system where a character's inherent strength defines the match. This would simplify the learning curve for new players while adding a new layer of tactical depth for veterans who would have to strategize around specific character picks.
Removing Build Dependency: We propose the complete removal of the current perk-build system. The game has become a battle of "loadouts" rather than a test of player skill.
- Decisive Strike (DS) Enhancement: The current state of Decisive Strike is insufficient to stop a tunnel-focused Killer. We propose a significant buff to its effectiveness.
- Stun Duration: Increase the stun duration. The current timing does not provide enough distance to reach a safe loop, especially against high-mobility Killers. A longer stun is mandatory to fulfill the perk's purpose as an anti-tunnel tool.
- Animation Revert: Reinstate the animation previously shown on the PTB. It was visually superior and felt more impactful. The longer, more deliberate animation combined with a longer stun creates a fair trade-off: a high-skill skill check for a meaningful escape opportunity.
- Flawed Bloodweb Automation (Resource Theft): The current automated system for spending Bloodpoints is fundamentally broken and feels like a scam. While it saves time, the algorithm often chooses paths that allow the Entity to consume valuable items, effectively robbing players of the resources they’ve earned.
- Punishing Efficiency: Players should not be penalized for wanting to speed up a tedious process. The system should be optimized to prioritize high-rarity items or at least provide a "value-per-point" guarantee.
- The Issue: Currently, the "Auto-purchase" often results in fewer items per prestige level compared to manual spending. In a game with such a massive grind, this loss of resources is unacceptable and feels like a systemic "cheat" against the player base.
Simple solution: Rework the Bloodweb logic to ensure that automated spending is as efficient as manual spending, or give players customizable "filters" (e.g., prioritize Med-kits or Flashlights) to prevent the theft of key items.
- Removal of the 5 Million Bloodpoint Cap: The artificial cap on Bloodpoints is an obsolete mechanic that serves no purpose other than frustrating.
- The Synergy of Failure: When combined with the "scam-like" automated Bloodweb spending, the 5M cap forces players to spend their hard-earned points inefficiently just to avoid hitting the ceiling.
- The Issue: It prevents players from saving resources for upcoming Chapters or events, forcing a "use it or lose it" mentality that feels disrespectful to the player's time. It is at least a bit understandable so…
- Increase Bloodpoint Cap: The 5M cap is a relic of the past. It must be increased to at least 10 million to allow for meaningful resource management and preparation for new content.
- Restoration of Lobby Functionality (Archives & Store): The current restriction that prevents players from accessing the Archives or the Store while in a lobby is an illogical regression.
- The Issue: This functionality existed previously and was a core part of the player experience. Removing it forces players to leave lobbies or sit idle during long queue times, which is a massive waste of time.
Simple solution: Reinstate full access to the Archives and Store while waiting in a lobby. Players should be able to track challenges and manage their accounts without breaking the matchmaking flow.
- Restoration of Character Switching for Killers: The removal of the ability to switch Killers after clicking "Ready" in the lobby is a significant loss of player freedom.
- The Issue: This was originally disabled to address a bug/MMR exploit, but it was never reinstated. Forcing Killers to stay locked into a character during long queue times—or forcing them to cancel the queue just to change a character—is inefficient and frustrating.
Simple solution: Re-enable Killer switching in the lobby. If MMR disparity is the concern, simply lock the switch to Killers within a similar MMR bracket or update the matchmaking logic to handle the change dynamically.
- Inadequate P100 Rewards (The Legacy Failure): The current rewards for reaching Prestige 100 are insulting to the veteran player base. A simple badge is an insufficient reward for the hundreds of hours and millions of Bloodpoints required to max out a character.
- The Issue: Badges are low-effort rewards that are barely visible and hold no prestige. Players who invest years into a single character deserve a reward that reflects that dedication, similar to the original "Legacy" skins.
- The Disrespect to Veterans: Providing the same tier of rewards for a P100 grind as they do for a basic login event feels like a lack of appreciation for long-term players.
Simple solution: Implement high-tier, exclusive rewards for P100 characters. This should include unique "Exalted" or "Legacy-style" skins, special lobby animations, or unique visual effects that are visible during gameplay. A player should have something to show for their loyalty that isn't just a 32x32 pixel icon.
- Bloody Overlay System (Prestige Customization): The current "Bloody Skins" awarded for prestige are obsolete and useless once a player purchases cosmetic items from the store.
Simple solution: Instead of a standalone bloody outfit, the prestige reward should be a "Bloody Overlay"—a visual layer that can be toggled on or off over ANY cosmetic skin in the game. This would allow players to maintain the "horror aesthetic" even with store-bought outfits, rewarding the P100 grind with a prestige effect that actually matters across the entire wardrobe. This system encourages players to buy more skins, knowing they can "bloody" them up to show off their veteran status, creating a win-win for both the players and the developers.
- Customizable Lobby Backgrounds: The game has seen dozens of unique, high-quality backgrounds from past Chapters and Events (e.g., Attack on Titan, Stranger Things or any original chapters). These assets currently go to waste once an event ends.
- The Issue: Players are forced to look at whatever the current promotional background is, even if it doesn't fit their aesthetic or if they find it visually unappealing.
Simple solution: Introduce a "Lobby Themes" selector. Players should be able to unlock and switch between past lobby backgrounds. This could even be tied to prestige (unlocking a character's chapter background at P100) or Archive progress, giving players yet another reason to engage with the game’s systems.
- The Loss of Horror Identity: Dead by Daylight has drifted too far from its roots as a gritty, terrifying slasher horror. The shift from dark, oppressive atmospheres to a "vibrant," colorful aesthetic has neutered the game's original tension.
- The "Cosmetic Problem": The influx of immersion-breaking cosmetics—such as neon outfits, animal onesies (the bunny Feng problem), and anime-styled skins—completely destroys the horror atmosphere for players. The game no longer looks like a horror movie; it looks like a generic hero-shooter. Close enough to think we are playing Fortnite.
- Map Reworks & Lighting: Modern map designs and reworks have become too "clean" and bright. We miss the fog-heavy, dark, and grimy aesthetic of the early years. The current maps feel like "playgrounds" rather than "killing fields.
- Licensing Philosophy: While early licenses like Halloween, Saw, and The Texas Chain Saw Massacre perfectly fit the Fog, recent additions feel less like horror icons and more like chasing trends, diluting the game's dark prestige.
- The "Anime Wave" & Visual Inconsistency: The recent influx of anime-styled content and collaborations has completely washed away the horror atmosphere.
- The Issue: These cosmetics don't just look "different"—they fundamentally clash with the game’s art style. Seeing highly stylized, anime-inspired characters in a gritty 1970s slasher setting creates a massive disconnect that ruins immersion.
- The Impact: For players who fell in love with a horror game, this shift feels like a betrayal of the original vision. The game is losing its unique identity and becoming a generic, colorful crossover platform.
Simple solution: If the developers insist on anime-style content, there must be a way for players who value immersion to toggle off "non-horror" or "out-of-character" cosmetics on their client side. Restore the visual integrity of the Fog.
- Dynamic Objectives & Alternative Escapes: The "5 Generators and a Gate" formula is exhausted. After years of play, it has become a chore rather than a thrill.
- Inspired by TCSM: We need multiple ways to escape that require different interactions with the environment (e.g., repairing a vehicle, finding specific keys, or opening unique extraction points). This would force both Killers and Survivors to adapt their strategies dynamically.
- Environmental Horror & Atmosphere: Maps should feel alive and threatening. We need moving environmental hazards, distant screams, and reactive ambient sounds that build tension. The environment should be a character in itself, not just a static background for looping.
- The Element of Surprise: Randomly occurring events or "jumpscares" built into the map geometry would punish predictability and bring back the genuine fear of the unknown that made the game legendary in its early years.
- Realistic Mori & Wound System: The current Mori animations are outdated and lack physical impact. We need a system where wounds actually appear on the character models. If a Killer slashes a Survivor's throat, there should be a visible incision and realistic blood flow. The "clean" look of current executions is a relic of the past that destroys immersion.
- Biological Atmosphere (Wildlife & Gore): Maps should be filled with more than just crows. We need rats scurrying in the basements, vultures circling over dying Survivors, and more environmental gore (piles of bones, fresh blood trails). The Entity's realm should feel like a biological nightmare, not a clean movie set.
- Blood Physics: Blood should interact with the environment—staining the grass, dripping from hooks, and staying on the Killers' weapons throughout the match.
- Contextual Dialogue System: Implement dynamic character interactions similar to Texas Chain Saw Massacre.
- Emotional Depth: Characters should react vocally to their surroundings—whispering in terror when near the Killer, shouting warnings to nearby teammates, or exchanging brief, desperate words of encouragement while healing.
- The Issue: Currently, Survivors feel like silent "skins" rather than terrified people. Voice lines should trigger based on proximity and situation, making every match feel like a unique cinematic horror experience.
That covers all the current issues plaguing the game, as well as our proposals for fixing and improving the overall gameplay experience.
Now, a few words from me personally. My name is Kacper. I’ve been playing this game since around 2017, nearly a year after its initial release. I love this game and I always find myself coming back to it, but I’ve currently reached a point of emotional doubt regarding its core essence. I still find joy in playing after all these years and thousands of hours spent repairing generators, but it pains me to see the current state of the issues plaguing the game I love so much. I truly hope this message reaches the developers and that they can improve our quality of life by even 20%. A dedicated Dead by Daylight player – Kacper, xKadro.
This is our project… xKadro, The_Optimus.
Waiting for any kind of response.
Re: Next 2v8 Killer and Survivor Voting
So you say socials say they don't want them in 2v8, then suddenly saying the "wider community" who is that by your terms? Because you're saying they are listening with that statement lol
The reason it's not there to vote on is a decision has already been made and you can move on, you can play them in 1v4.
Re: Why no Ghoul Nerfs???
My idea is to swap Ghoul's lockon bite ability to something he can't do on healthy survivors, but can use on injured ones.
I.e. He needs to jump around and slide cancel power with two leaps, and after earning the first hit, he can latch onto survivors and power himself up to three leaps to get downs the way he already does.
I do like a lot of Ghoul's power, I just hate that the game gives him a free injury and then a solid mobility/chase tool as well. He really only needs the latter.
Re: Stranger Things and future content they should consider.
@MoZo if they can mange to add Dracula's castle im sure they can as easily add the mind flayer.Hopefully in the near future they do
Re: Stranger Things and future content they should consider.
If we couldn't even get a new skin for Steve, Demo, and a proper Nancy skin (I love Robin but yk what I mean), I doubt Netflix is gonna be that much more generous that what we already have.
As a P100 Steve, my first true surv main, not having his War outfit, his brown Wrangler jacket, his shirtless look, etc etc etc, it is all so exhausting. Also his face needs a fresh coat of paint and don't get me started on Jonathan.
Re: Next 2v8 Killer and Survivor Voting
You already got an attempt and an answer for that though? Ontop of good reasoning to do with them saying they don't want to rework entire powers just for the mode. They want to focus on stuff which will not take much effort to put in rn
Re: Stop with the 2v8 nonsense
I explained to you why there is more european players even by the charts showing it.
Also queue times depend of the distribution of the player base between the roles not just about how many people are playing the game. You see this quite easily in 2v8 as even in peak hours you have to wait about 30 minutes to play killer.
Re: Stop with the 2v8 nonsense
They can’t end this mode before the Krasue/Kaneki combo. I feel some chaotic evil synergy to explore in there.
Stranger Things and future content they should consider.
I’m going to keep it short and simple.
1.Adding more characters.Along side with new skins
- Joyce Byers.
- Will Byers.
- Jim hopper.
- Max Mayfield.
- Lucas Sinclair.
- Papa.
- Karen Wheeler.
- Mike Wheeler.
2.Updating world breaker to where when it takes place the visual it is from like season4 where the sky was red,lightning,demo bats and maybe screeching from demo bats and gorgons,world breaker could also have Vine on surfaces,walls,trees etc,and when causing a token upon a survivor the mind flayer could appear for a brief moment while in a upside down atmosphere.
3.Add an outside map of Hawkins.
These are just suggestions.if it is deciding it could be put into section/chapters.