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Killer Perks and abilities need to be changed

I've been playing both killer and survivor for nearly a year now and I have seen a lot of people complaining that SWF is the issue that counter killers. I play in a Swf and I play against Swfs and I see no real impact apart from communication. Yes it can be annoying as a killer when they lock and load shack with head on and they communicate when they do so. But at the end of the day Survivors are doing their role and trying to survive and escape but most importantly have fun with their friends. But the main issue is not that Swfs have communication over killer but a lot of the Killer perks and Killer abilities are not able to match up to modern survivors in general.

Trickster - As a Killer I do really love his concept and I do really love playing him but I find it so confusing that a killer that has to throw multiple knives has a recoil and his main power can not be used at will? Huntress is able to take away 1 health state from survivors and that can be short ranged or reallly REALLLYY long ranged (to those amazing huntress mains) but looking at someone like trickster, he can not down someone or injure someone from across the map like Huntress can so why does he have so many problems with him as a character that you have to pay real money or iridescent shards for? For starters, there shouldn't be a recoil on Trickster he isn't shooting a gun he is throwing knives, when I throw 3 butter knives in real life my vision does shift as I throw each knife. The next change should be to his main ability, for some dumb reason as you fill up your power you can not just use it whenever you want even though that should be implemented into the game, his main event should not just drain on it's own when the bar is full, why can nemesis constantly keep his Mutation 3 up when Tricksters power has to be used within a certain time frame its ridiculously. This 3rd change is optional but I feel like Trickster is not really unique compared to the other killers, looking at killers they have some similarities but they are different. For example, Blight is like a combination of Nurse and Billy where he can just run across the map and change directions in accordance to survivors. Hag is kinda like Trapper but instead of Survivors getting caught in the trap and damaging them, the killer can TP to the Survivor. But for some reason trickster is a DLC killer similar to Huntress but the only difference is you have to throw more to damage the survivor which just confuses me. In my opinion what would be a good change for Trickster is to have Trick blades be part of his normal kit so that when he throws knives they ricochet once off walls and the floor so people can have more fun with him and the addons can increase the number of times the knives bounce.

Hex Undying - With the new addition of Counter force this really nerfs the idea of bringing Hex totems in general. All the survivor has to do is find 1 dull totem and then navigate to the next with a cleansing totem speed bonus which is hard to counter even with Thrill of the Hunt and Thanatophobia. A good way to change Hex Undying is either bring back the old Undying so Counter force players will have to hop from Totem to Totem till no Totems are left or Change Undying so that when a Survivor is cleaning a Hex totem it shows the Aura of the Survivor to the Killer and makes the Survivor Oblivious whilst cleansing the totem. This way even with Counter force the Survivors still could cleanse the totems but at least the killer can put some pressure on them.

Hex Blood Favour - This Hex totem I barely see being used at all because the idea of this being a Hex totem that can be cleansed is useless. Looking over at Hex Crowd Control there is no cool down on his perk whenever a survivor rush vaults a window. So why is it that Hex Blood Favour has a cooldown when being used? Hex totems are supposed to apply pressure on the survivors and when you do hit a survivor they can just use the speed boost to get to another window or a different pallet that isn't being blocked. What should happen is that Blood Favour shouldn't have a cooldown and also any pallets that are already dropped should also be blocked from vaulting so that Survivors have to hard focus a window or find the pallet away from 16 metres.

Hex Haunted Grounds - I love this perk but the one issue I have with it is the exposed warning effect to Survivors. Looking over at Devour or No Ed the Survivors don't realize those totems are on the field until they are hit by a basic attack and the exposed effect is shown on the screen. This should be the same for Haunted Grounds, when the survivor cleanses the haunted grounds totem, the timer should start for the killer. However, the survivors have no idea that haunted grounds has made them exposed till the survivor has been M1 attacked this will make it harder for survivors instead of just hiding in lockers since this hex totem is only a 1 time use, then it should catch survivors by surprise like Devour and No Ed.

Hex Retribution - I really do love this perk but at the same time I feel like they need to buff the time in seeing survivor auras for longer when a survivor cleanses a totem. This should be buffed to either 15-20 seconds so at least if a killer pairs Retribution with Haunted grounds they can have some value out of it.

Furtive Chase - In my opinion, Furtive Chase in underrated especially paired with something like Make your choice or Remember Me. But I feel like as this is a perk from Ghost face this perk should be buffed from 4 metres each token to 5 metres each token. This will be an amazing meta perk to use on Killers with a terror radius of 24 metres as if they get all the stacks it will be a terror radius of 4 metres making it more intense game play for survivors and we can get to see more killers such as Myers in games to make the game more horror themed as it should be.

Trail of Torment - I find this perk really cool a part from the fact that the aura of the generator is revealed to the Survivor which makes no sense for me as it should be a perk meant for stealth. Instead of there being a highlighted aura around the generator there should be a time limit to how long the killer can stay undetectable for.

No Way Out - honestly this perk is just a worse remember me as all the survivor has to do is just wait out the time for the gate switches to be activated again. In my opinion i feel like any survivors that are 6-8 metres within the gate switch which are blocked should have their auras revealed to the Killer.

This game is a horror based game but as I got to red ranks as survivor the game is not as thrilling as it used to be. The developer team needs to focus on what killer perks need to be changed in order to put pressure on the survivors to make the game more intense and nail biting. Now we have a lot of Killers that just face camp and tunnel because their perks are not able to match up against the modern survivor perks. These are afew of my suggestions in changing some perks and killer abilities but I have more coming when I edit this post. Thank you for reading.