We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this 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!

Q&A Feedback about the Three pillars(Healing, Sabo & Recovery)

So after watching the recent Q&A video I kinda want to give my feedback towards the suggested Three pillars changes to make games last longer and more interesting without increasing Gen time:
The First one would is increasing healing time: This change is interesting and I think helps a lot to slow down a standard game more. Currently Survivors seem to heal so fast without using Medkits already, that increasing Heal time will definitively lengthen trials and might help killers, if they manage to spread the pain. It won't change much for killers who camp or tunnel, but for those who play good and prefer a strategy where they try to keep each survivor busy etc. will really get a advantage out of it, if they won't get hard looped during the early game phase.
I also would suggest to that this change should go hand in hand with a slight nerf to Self Care by getting rid of it's medkit selfheal efficiency bonus. You should keep in mind that almost every survivor has this bonus thanks to SC and rethink how it should evolve over Tiers. But that's only my personal opinion here.

And now talking about Sabotage. I'm quite honest, I'm not a fan of it. I know that Sabotage is really in a bad spot righ now. But nothing is more frustrating for a killer to lose a survivor after a good chase or a good play. Currently stuff like bodyblocking/sabotage safes happen from time to time, but are mostly quite situational or come with serious downsized. And I think that's fine as it is, because the pacing between getting hooks an generators beeing done is already quite off. The healing changes might help. But just a little bit and require already succesfull hits.
Additionally Sabotage is just an option like chests or totems. Nice to do, but not necessary. I doubt we will see survivors sabotaging around the map all the time, wasting their time. And if they do it, then they will try to get that used time back by preventing hooks. The change might make the game more interesting or offers more interesting plays for survivors, but won't effect the games pacing over all.
And like other already said the suggested Sabotage Perk change about enhancing respawn hook time is something I don't think would be worth it, for a survivor to have or make a use out of it. Paul Esther made a better suggestion. Making it so that a survivor can see the Aura of hooks within x meters. That might help to realize, if a sabotage safe is possible right now or not with current hook spawns.

And well the third suggested change about slugging recovery. I know that's expected to be an answer to buffed Sabotage and probably the nerfed Healing speed. I don't think that is a good idea. Sometimes it's better for a killer to tactical slug a survivor for a while, which is fine and should always be a reliable option. And it can be countered by several perk options, if necessary or to keep stuff interesting. Strategical slugging on the other hand is already hard enough right now to pull off and requires you to play good or the survivors play seriously bad. It's not really an issue, to be honest. And I doubt that a heightened sabotage makes it happen more often. And If so than for good reasons.
Also a survivor shouldn't pick up another midchase without a perk or a good distance, which will be possible after these changes. I wouldn't mind if slugging recovery and it's heal cap get's adjusted for the healing changes, so things stay as it is right now, but nothing more. I think it's in a good spot right now.

And Lastly:
I don't think that the three pillars will be the solution to help the games pacing. Actually by changing maps and loops you are already helping in that regard. But especially the early game is a huge issue with survivors starting the game with map control is the biggest issue in my opinion.
I wrote it before: I think to improve it and to buff sabotage by doing so, it might be interesting to think take the survivors some of their given map control and replace it with an opportunity to gain it. Just make X% of windows or pallets kinda unlockable through an always available sabotage action. That would make them weaker in the early game phase, gives them another objective, that is required for survival in the longterm (if the killer isn't Nurse, unskilled or camping), that also gives survivors the opportunity to do something for map awareness and strategy. Probably making the game more interesting in my opinion.