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Regarding breakable walls and some other changes from this update

The way they handle breakable walls lately is awful.

  • They put one in Groaning Storehouse, making it an infinite until the killer breaks it.
  • Coal Tower got up to 3 I believe, 2 upstairs and one downstairs. The bottom floor one is good for survivors with no reason to keep it up, while the top floor ones are so beneficial for killers that they should never be broken.
  • Ironworks got a super inconvenient one in a main door next to the stairs and another on the top floor, making another infinite unless the killer breaks it. Bottom one is just bad for both.
  • Suffocation Pit got one next to a window that has to be broken to prevent an infinite and another in the hallway-like area. Both should be broken, as there is no reason to leave them.
  • Shelter Woods is the same afaik.

The majority of these are just mindlessly placed and serve no other purpose than to waste a killer's time. It seems as if they just slap em on existing doorways to make the map feel "new".

Let's look at a breakable wall that is good.

  • Midwich bathroom has 1 on each floor of it. They are great, as the killer isn't required to break or leave them. If you break the 1 at the bottom, you can trap a survivor who tries to flee to the other floor after dropping the pallet, but you don't get the extra way upstairs. If you break both, you get another way of getting upstairs, but you also give the survivors another route and it makes the bathroom pallet a bit safer. If you don't break any, the bathroom pallet remains bad for survivors, usually giving a free hit.

This is what breakable walls should be. Not just slapped on existing doors that were already fine.


On a different topic, Pyramid Head's changes feel awful. I'll list em quickly.

  • After cancelling your power when fully charged, you cannot attack for a couple seconds. This is good, as this was a complaint people had.
  • After cancelling your power when fully charged, you move at around 3.6m/s for a second. This is absolutely awful, because now trying to leave trails, even when out of chase becomes a huge chore that wastes your time.
  • Your ranged attack recovery is now 2.25 seconds instead of 2.75. This only enables you to spam your attack more, which leads to PH feeling braindead in playstyle.

They somehow made him clunkier than before, which was already a reason people didn't like playing him. It also doesn't do much if you just cancel your power right before it is fully charged.

He was buffed in the wrong way too. His ranged attack can literally go through walls and now it has a faster recovery than an m1. If you are good at predicting or catch a survivor in a narrow area, they are as good as dead. At this point, he doesn't feel like a "map-manipulation" killer. His way of manipulating the map was gutted in favor of being able to spam his chase tool.


Now the perk changes. (Better yet, a single perk change)

I am sure many of you know what has been changed already, so I am only mentioning one perk. Discordance.

The problem isn't that it was nerfed, the problem is that there was no info beforehand. They didn't have it on the PTB notes, didn't say anything prior to the update. Completely skipped the whole "community feedback" thing that the PTB is for.

As for the perk itself, why? The change is so unnecessary when we have a multitude of other perks that are in need of changes. The only reason I can see for them changing it, is to stop people from only using it at tier 1. It wasn't broken, it wasn't used all the time like other perks. What dictates when a perk needs changes then?


As for the "event", I don't even know what to say other than "there's an event?"


Thanks for listening to my TED talk.