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!

Idea for better hatch

Four Hatch Totems Idea (Standardized Locations i.e. four corners of map)

Totems can be purged based on gen progression/number of people sacrificed

If # of gens < # of survivors then a totem can be cleansed

If # of gens = survivors then cleanse is available but mori available against previously hooked survivors

-Remove Mori offerings :)

Remove Mori Capability after next sacrifice unless another early totem is cleansed

If # of gens > # of survivors give noise notification and entity block the totem for 15 seconds

When all four totems are cleansed hatch is spawned center of the map (consistent location)

Mori ability would now be active for previously hooked survivor

The hatch is entity blocked for killer for initial 30 seconds

When Hatch Totems < Survivors one of the totems gets rebuilt by entity over 60 seconds until totems = survivors



I know this will most likely not get any traction but just wanted to put up an idea for how I feel the hatch system should feel. Right now it just has too much RNG and often rewards poor gameplay. I also feel that the current hatch system has no meaning during the majority of the match so it would be nice to provide more secondary objectives and playstyles for survivors. I'm open to critiques and am interested in any holes in my current design which I would love to patch up.