We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Currently for now the worst perk's for survivor's and killer's

It's just my opinion:

Killer's:
Monstrious shrine - The number's of percentage are just too low, perk is just terrible
Surveillance - 16 second's for looking how the generator's are pretty in white :D
Fire Up - Same with monstrious shrine
Insidious - Perk which promote's camping and gen rush
Thanatophobia - Same with Monstrious shrine and Fire Up
Spies from the shadows - It was only good before 1.4.0 patch
Unrelenting - Yes I know it's for beginner's, but this perk is really not worth a slot
Play with your food - 15% of movement speed is pretty good, but you must waste so much time to get the token's and ''lose'' obession
Dying Light - Promote's tunneling, camping and also gen rush. When you finally kill your beatiful obssesion the exit's gates are opened so it's kinda useless
Stridor - Counter for iron will, but have the same problem with Monstrious shrine
Territorial Imperative - Not really a good perk,even for Nurse and Hillbilly
Beast of Prey - The cooldown is too much HIGH, also removing the redstain doesn't help so much in the chase's
Hex: Huntress lullaby - It shouldn't be a hex

Survivors:
Hope - Not really worth a slot perk, your movement speed will be slightly faster for limited time and only work's when the exit gate's powered
No one left behind - Bloodpoint's for the altruistic action's are only increased when the exit gate's are powered...it's not really a good perk
Open Handed - It's a good combination for the perk's such as OoO or kindred, but 8 meter's is just too little.
Slippery meat - After the rework, it's still just terrible.
Up the ante - The number's of percentage are just too low...
This is not happening- after the buff is still terrible, cause it only work's when you are injured and the great skill check success zone is only slightly increased.
Resilience - I would personally just removed increase the number's of percentage and removing affected interaction speed from generator's. It also shouldn't only work when you are injured.
Alert - You see only the killer from 36 meter's for 6 second's with cooldown, it's still better than dark sense but it's still weak
Technician - Is just terrible
Vigil - After the exhaustation nerf it's useless
Spine chill and Prenimotion - it's only good for beginner's, but those perk's are really weak.
Left Behind - No comment
Saboteur - After so many buff's for the hook's it's not worth to running it anymore