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I'm not excited about the new perk changes. Kill rates are going down, not up.

For one, I'm never running Ruin again after the updates. Even with Undying, it just won't be worth it. And maybe that's the point: it was overused and maybe even oppressive on some killers, but on M1 killers with no mobility (for whom Pop became near-useless on after its previous nerf since it can take so long time find a gen), it was a primary line of defense (and it only works with Undying as-is). 200% regression is the primary draw for me instead of auto gen regression, but the fact that it's still a hex totem that could get cleansed immediately and it now deactivates on its own makes it one of the worst perks in the game.

Once again, maybe that was the idea, but it made lower-tier killers with no mobility playable.

The killer basekit buffs seem nice, until you consider the fact that all of the perks used for slowdown in the early game were destroyed, which means that while some killers might benefit, I'm going to need to use all four perk slots on most of my M1 killers to make them playable.

Pop is barely worth running at this point, and not at all on low-mobility killers or unless your entire loadout is based around kicking gens.

Pain Resonance's main draw for me was that it both gave information and lowered gen progress. It might be worth running in a slowdown build if it weren't a Scourge Hook, but there are games where I only get one or two uses out of it (or none at all) as it is.

I like the Overcharge buff rather a lot, but the downside (mentioned in BHVR's description) is that survivors are going to be tapping gens like crazy once they know you have it, so it also soft nerfs any gen-kicking perks you were hoping might go well with it. It might work well with something like Dragon's Grip, and it might also mesh well with Eruption since survivors will be tapping every gen they see regressing (meaning you can hit the gens with Eruption and still possibly get a Pop kick out of it), but survivors working on gens won't be able to tap the gens as quickly with the extra Incapacitated (which I'm not complaining about, since it makes Eruption stronger overall, but also decreases synergy with a lot of other slowdown perks).


Unlike Ruin, Dead Hard wasn't nerfed into the ground, but given a sideways rework/minor nerf that still allows it to function as an extra health state, and even though the distance removal is a nerf, it's also a slight buff in the sense that you're not sure anymore whether or not a survivor has used it, which means that they still get distance out of it since you not only have to assume every survivor has it and wait it out, but the survivor also gets the speed boost they usually get from getting hit.

All the posts about Sprint Burst replacing Dead Hard? Nah. Dead Hard is going to replace Dead Hard. I'll bet that we see a drop from 75-80% of survivors running it to 60-75% (while almost no one will use Ruin anymore). The Dead Hard nerf is a "nerf" in the same sense as the CoH "nerf" was a "nerf", in that it plays lipservice to the idea that the perk is too strong, but it won't actually affect the strength or usage of the perks much. If they'd given Dead Hard the same treatment they're giving Ruin, I wouldn't be nearly as unhappy about this update. I hope I'm wrong.

Borrowed Time usage won't decrease much, I'm predicting. Now that 5 seconds is basekit, an extra 10 seconds on top of that means that BT was buffed, not nerfed.


I'll wait to see how it plays out before I judge completely, but it looks to me like survivors got a massive basekit buff with unhook protections, killer perks got nerfed into the ground while the worst survivor perks were given a slap on the wrist, and the kill rate will lower slightly if anything.

Sure, they're trying to get rid of cheap tactics that makes the game unfun for some people, but they also got rid of a lot of perks that discouraged camping and tunneling at the same time, and the replacement perks that were buffed in turn don't give much to low-mobility killers.

Maybe the killer basekit buffs will end up seeming like a bigger deal than they do right now, but they seem like they'll be unnoticeable in comparison to the fact that bad survivor unhooks can no longer easily be punished.


For the record, I do like the prestige and bloodweb changes, but I'm also not a fan of BBQ and WGLF no longer providing BP. I only ever ran them for that, as did most people, but their high prevalence discouraged camping among killers and encouraged benevolent behavior among survivors, and I always figured that was the point of making them so appealing in the first place.


This update is going to bring a lot of interesting things. Let's see what happens.