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Some feedback on balancing

Hello from Japan! The environment seems to have changed a lot with the recent update.

Two pieces of feedback are readjustment and mistranslation misrepresentation.


readjustment request:

-general-

・Killer and survivor are too far apart on the lobby screen. Please make them closer together.

I think this element has been changed without notice since the last update quite some time ago.

I think it is probably a bug or a prank by the design team and I hope it will be fixed as soon as possible. It is very stressful.

・I'd like to see the user's name and character's name on the results screen reversed from what it is now.

It is very confusing and ugly. I believe that character names are more easily recognizable by icons.


-survivor-

・Pharmacy

I am very dissatisfied with the adjustment of this park. I think the best way to use this park in its intended design would probably be to have it in a form that allows the user to press "E" or "Q" in front of the chest to activate or deactivate it, instead of the current form.


-Killer-

・Nurse readjustment

Remember the adjustments made for Mettle Of Man?

I believe that Nurse will be in a very good position to do just the opposite this time around.

・Plague readjustment

She is currently a very dominant power.

It is not a very Smart adjustment, but I think that temporarily Thanatophobia should not count for Broken status.

Remember, however, that this is a very failed adjustment idea.

・NOED readjustment

24m is ridiculous. I believe 12m is the appropriate range at most.

Or instead of always displaying the aura within range, it should only be visible at all distances for 5 seconds after it becomes active.

・Knock Out BUFF

The new catch system

It is a very bad way to try to resolve a problem with a perk, but I think there should be the ability to lower the gauge of the survivor once caught and spoken to when this perk is on.

(I apologize for not being able to translate the systemic terminology better.)

・Overcharge readjustment

The adjustment to this perk is too sloppy.

Setting the lower limit to 100% and the upper limit to 300% should have balanced it out.

Furthermore, just raising the spin-up from 30s to 40s would have made this park perfectly fine.

Why make an unused park even more useless?

・Tinkerer BUFF

I don't understand why these adjustments were made. I think it is fine as it was before.

・Pop Goes The Weasel BUFF

No one will use this effect if they understand that hanging on the hook is the hardest thing to do.

There should be nothing wrong with just reverting back to the previous specs and reducing the 25% to 20%.

・Hex:Ruin readjustment

Whoever made this adjustment with the understanding that this perk is HEX should immediately remove it from balancing.

If it is effective now, it should at least be released from the totem. It is too weak.


mistranslation:

The translation of the JP version is still wrong. Details will be dropped together later.

Comments

  • BubbleBuster
    BubbleBuster Member Posts: 387

    general adjustments sound good

    i want pharmacy to not be trash so i accept any buff since they basically deleted this perk by "buffing" it unless you re in a swf

    Nurse needs a nerf, said everyone that is not delusional

    Plague imo is a soloQ problem as she is not a real problem when she is facing against competent swf with comms. I'd say the gap between soloQ and swf should be closed before she should be looked at as lack of communication on when to cleanse is actually one of her biggest issues.

    NOED is still literally the same as before. IMO it should ve gotten a complete rework because it is really unfun to play against and it gives you a reward for losing (gens get done and suddenly you can 1hit down without prerequisite? all other endgame perks have conditions)

    overcharge should start at 100% and then go up to 300%, I agree

    Tinkerer is fine being nerfed, this perk was way too good on blight and other high mobility killers

    Pop should get changed back to "total progress" instead of "current progress"

    Hex ruin should give 150% regression and simply not disable, they went overboard

  • nanasi_K9
    nanasi_K9 Member Posts: 501

    I believe Pharmacy should be able to choose whether or not to use it for unopened chests. Right now Pharmacy is very difficult to use...

    I do not believe Nurse is at the stage of NERFing yet. At least not until the upcoming implementation of the action sharing UI (tentative name) is implemented.

    Just as we changed the post-blink attack from a special attack to a normal attack, I think the most effective adjustment at present would be to change it from a normal attack to a special attack.

    Survivor has several second chances including a hatch. Wouldn't it be nice if Killer had a second chance like NOED?

    At the very least, the current adjustment is too unequal and unfair. For example, I think it would have been better to have a form that is activated when there are three or more people remaining and immediately terminated if there are two or less.