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Twins quality of life choices

1) Viktor was designed to be able to pounce through pallets and windows to hit survivors, currently it is possible that a pounce through a pallet or window doesn't result in a hit even if you properly land on your target. This is most likely due to the fact that if Viktor stops being in the air, the hit is being prevented.

Checking if a survivor is in the hitbox of Viktor shortly after he landed could be a sufficient double check to see if a hit should have occured, or maybe it's a ping issue ? EIther way it is worth checking since Viktor is a risky time investment in a game.


2) Currently it is not possible to use your power near hooked survivors, hatch, and gate levers. Instead of restricting the use of the killer power, wouldn't it be better to just kill Viktor for staying a specific set of time near a hooked survivor with the time being lower the closer he is to the hook and have Charlotte pushed on the outer part of the current radius ?

This mechanic was there to prevent camping hooked survivor with Viktor idling or Charlotte sleeping. The problem is that it also prevents game changing quick switch to Viktor to keep him safe. Say he was guarding a totem, a generator, a downed survivor, or he's at the top of a building acting as a camera. It's not possible to move Viktor and just refresh his timer because of this obscure mechanic. There are many times where Viktor dies just because I'm not allowed to use my power.


3) The camping near a hooked survivor with Viktor situation is also more often than not Forced because how the power works. Viktor once out cannot come back to Charlotte unless you move away from the hook (3.5 seconds at least), switch to Viktor (0.25 seconds), Charge his pounce (1 second), pounce on a structure (0.5 second), wait for him to die (3 seconds) and finally wake up as Charlotte (1.5 seconds), wait for Viktor to Regrow (6 seconds)

These are 7 steps with some being dependent on luck to find the right object and skill to land properly on the object. This is 15.25 seconds at least, just to recall Viktor. Most Twins players simply skip any of it and decide to save time by leaving Viktor where he is and go to where they Have to go to prevent generators popping.

If the killer was allowed to recall Viktor when he's idling it would save alot of time and would entice killer players to bring him in every chase they make acting as a duo lot more often and choose when to separate on long distance instead of just leaving him behind Every Single Time because we can't recall him. Sometimes Viktor is in a part of a map where there's no easy landing on objects, landing in windows or pallets are also sometimes not considered as high spot, and that's assuming some are around, there are some parts where you just have Trees and no objects, making it impossible for Viktor to land on anything unless he runs lot further away.


4) Many perks simply do not work when playing as Viktor, some make sense, most don't. Some are visual informations such as aura reading or notification. Some are supposed to be quality of life for your chases like Bloodhound. Some actually work like Nemesis or Discordance because of the Loud Noise.

For the perks that do not work it's a real shame, not only because you don't get the effect of the perks at the proper time but even switching back to Charlotte won't help. An example would be Rancor, if you were playing as Viktor, a generator gets repaired and you switch back right away to Charlotte for the visual notification, you don't get Anything.

Unlike most killers, the use of the Twins Power can take a Tremendously long while because of how hard it is to chase a survivor and land a Pounce or just to place Viktor to a specific place. It takes so long that it is very likely that the game would progress long enough for some of the game perks to get active while the killer is using Viktor.

I don't know what the plan really was for the perks to be this restricted when using Viktor but clearly revising the filter is necessary for the Twins to properly use most perks in the game.


5) Viktor dying can happen if a survivor kicks him or if he lands on a high object or he's been idling for too long. When the survivor kicks you, it makes some sense to have a cooldown applied on your power. But when Viktor dies from idling or when the killer specifically decides to land on a high object to recall Viktor, it doesn't make much sense to punish the killer with extra seconds of waiting.

It gets even weirder when the intent of the killer wasn't to have Viktor die from idling, and the switch was being prevented by the anti-camping mechanic near a hooked survivor. You can't save Viktor because of how far you have to move and you had to hook right away. The game forces you to not use your power but then punishes you for not saving Viktor even though you couldn't in the first place.


6) Even weirder than the previous point is this one. So far the killer had to wait because Viktor missed an attack, because he got kicked, because he had to be recalled, because Charlotte had to wake up. But the killer will also be waiting on his power if he lands a pounce, this one is highly questionable in the overall design.

If you manage to land a pounce on an healthy survivor, the killer has to wait before being allowed to recall Viktor back to Charlotte but he can also choose not to, this would let him keep the benefits of Viktor on the survivor while also showing Viktor's position through walls.

The recall timer is 30 seconds. I suppose the idea would be to avoid hitting survivors with Viktor constantly which is quite flattering but very unrealistic and quite illogical.

-Unrealistic because it is not easy to land Viktor's pounce and some areas even prevent it from landing because of how it works, such as Stairs. Viktor's pounce isn't like Demogorgon's one, the stairs will nullify Viktor's pounce and even on ground level it is quite likely to miss without pin point timing and aiming, unlike most powers, missing a pounce with Viktor most of the time means the chase is lost.

-Illogical because if the argument is to protect survivors from getting pounced too often by Viktor then why can we actually do that when they're injured, this is arguably worst for everyone. Worst for the killer because it is so hard to find the right opportunity to come on top, and worst for the survivors since having it designed that way means that Viktor stomps harder on a losing team.

For 30 seconds, this survivor if he decides to keep Viktor, will be incapacitated. Now if it was 30 seconds I had chose to set on the survivor at a worthy time, I would without hesitation. But what happens is instead that I get robbed of my power for 30 seconds, because this survivor will be running a safe route far from his team mates and generators.

If I specifically take a build oriented around the fact Survivors will keep Viktor, I win often but there are so many other builds that would be quite fun to run if it wasn't for this recall timer. It would make sense to have a build set around your power being Enabled and not your power being Disabled.

A patient and devoted Twins player might see the glaring issues and simply avoid them using workarounds, such as landing a Pounce on an healthy survivor before hooking so that the recall timer get spent while carrying a survivor, a time where the killer can't use his power to begin with. Or perks to slow healing long enough for Viktor to catch up and down all survivors.

If it's really important to have the Twins waste time to recover their power, maybe add more seconds on the cooldown if Viktor gets kicked and reduce the recall timer. Leave it to the killer to keep Viktor on a survivor or not, make it a proper mindgame on both ends instead of just leaving the choice to the Survivors.

Both will be betting, the killer will have Viktor recalled or not and the affected Survivor will decide from start to finish to keep Viktor even though the killer left Viktor on them. Currently the Survivors are enticed to keep Viktor just to rob the killer's power, removing plans and possibilities in loops and chases for 30 seconds.


Imagine, not being allowed to ring your Bell as Wraith, or not allowed to vomit with Plague, or rev your chainsaw with Leatherface, or fire your range attack with Executioner for 30 seconds. How would you like your chases then ?

I really like Twins but their unique and obscure restrictions sap the fun out of alot of games. Most of the time the killer suffers but sometimes even the survivors will be forced to have Twins slug or camp because the killer can't recall Viktor. I'd believe some of these changes are needed for Twins to shine properly and allow more variety.