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Developer Update Feedback

_Onyx_
_Onyx_ Unconfirmed, Member Posts: 348

The Pig

Ambush:

- Increased Ambush duration to 2.3 seconds from 2.

- Decreased Ambush hit cooldown to 2.7 seconds from 3.

- Decreased Ambush miss cooldown to 1.5 seconds from 2.


These number tweaks are a good start. For me, The Pig's fun comes from her Ambush attack. Making it so you have more of a window to get the hit and less punishment for attempting the Ambush is a good direction. However, we will have to look at the bigger picture of how the Ambush plays out in a match to actually judge if it's good enough or not...and the answer is no, it's not good enough when the bigger picture unveils that Survivors simply have too many options to play around when in a chase with The Pig. Crouch to attempt an Ambush and the Survivor instantly peels away to a vault or finds a new pallet 10 meters away. It just negates the fun aspect of Pig completely. Why bother playing her if you're just an M1 anyway and others have a better go at what Pig can do as an M1 anyway?


Crouch:

- Increased Crouch movement speed to 3.8m/s from 3.6.

- Decreased Crouch time to 1 second from 1.3.


These numbers are also a good start, but again, the bigger picture shows us that it isn't enough. Pig needs a Crouch speed of about 0.5 seconds or 0.75. Drastically increasing the numbers to an almost instant Crouch would put her in a position where Ambushes in chase (which is clearly the direction they wanna take her in) is what's needed. I would personally take it one step further and make the Undetectable status effect gained while in Crouch linger for at least 2 seconds after Uncrouching.


Reverse Bear Traps:

- Can no longer see Jigsaw Box auras.

- Increased RBT death timer to 180 seconds from 150.


Good, I've always said Pig should not be able to see where the boxes are. It has, and will be up until the change, the biggest reason Pig's play around her boxes to confirm kills easily and have a boring gameplay loop. Pig not seeing where the Boxes are will add more emphasis to her stealth/chase aspect. But, the Devs do need to add the effect of "While the Survivor is trapped with a Reverse Bear Trap, the Survivor suffers a decrease in speed to conspicuous actions." Otherwise there is no reason for The Pig to not focus that Survivor, and it also discourages Survivors from doing gens, healing or cleansing Totems while trapped. There needs to be a fair trade-off. The death timer increasing wasn't necessary at all. If the Pig is no longer seeing where her boxes are and purely has to go by memory if she happens to pass by one, then there's little to no reason why it should be less of a threat to Survivors. With these changes going through as is, I see little reason not to use Amanda's Letter every match. Seeing as these changes want us to chase more with Pig, you may as well see auras to have full control in the tiles.


The Hag

- Increased teleport distance to 48m from 40.

- Decreased Phantasm Trap setting time to 0.9 seconds from 1.

- Increased the triggered Phantasm Trap duration to 6 seconds from 5.

- Increased Phantasm Trap wipe away time to 4 seconds from 3.5.

- Decreased Phantasm Trap trigger range to 2.7m from 3.


These tweaks make her basic gameplay of Teleporting across larger maps better and with more of a window to do so means you aren't punished for your traps working while locked into an animation like breaks or hits. The decreased trigger range makes it so Survivors gameplay of getting close to a Phantasm Trap before crouching in order to wipe it away is a lot less insufferable since you can afford to run/walk for longer before crouching, while also making it so Hag is always guaranteed a hit on an instant teleport. Butttt, the time to wipe away being increased makes it blatantly obvious the only gameplay we'll see about Trap interaction is Survivors running into them while the Hag is occupied in order to quickly remove them with no penalty of a hit...just like it is currently.


Clown

Afterpiece Antidote:

- Increased Antidote speed boost duration to 6 seconds from 5.

- Decreased Antidote activation time to 2 seconds from 2.5.


Good, but not enough. There is no good reason why the Antidote shouldn't activate in 0.5 seconds or 1 second. This would allow the Clown to alternate between slowdown and speed gameplay without being stuck to just slowdown. Clown direly needs the capability to have different approaches to his gameplay. I wouldn't like the idea of it being instant because you'd end up with Survivors being able to gain the effects of it more often than not.


- Increased bottle capacity to 6 from 4.

- Decreased Tonic visual intensity to reduce motion sickness.


Clown having to reload less is clearly a good thing, but I personally have always been an advocate of the Antidote and Tonic having two separate bottle capacities and introducing an animation for swapping bottle types (I want the jiggle back more than anything!). 4 Tonics and 2 Antidotes (both being reloaded at the same time.) That change would prevent Clown from bugging out when aiming/throwing a bottle too quickly after swapping. The stuff about reduced visual intensity just makes me think that the cloud/blur will have zero impact on vision and make it so Survivors can easily see The Clown while in a cloud or effected by the Tonic. Making him purely a slowdown chaser which is gonna be quite boring. Like I said, Clown NEEDS the ability to play in different ways.


Doctor

- Increased Shock Therapy range to 12m from 10.7.

- Decreased Shock Therapy detonation delay to 0.8 seconds from 1.


Simply increasing this was definitely needed as it reduces reliance on range and anti-loop add-ons. But, I do think they need to look at his add-ons and the way his Hallucinations work. Doctor is clearly not a deceptive Killer, despite how much the Devs think he is. Ergo his Hallucinations should be reworked and the add-ons should be changed accordingly too to match this change.


Demogorgon

- Decreased Shred hit cooldown to 2.7 seconds from 3.


Great, makes its gameplay smoother, especially with the nerf to STBFL (a perk that is essentially base kit to all Demo players, let's be real).


Huntress

- Increased capacity to 7 from 5.

- Increased movement speed while holding a hatchet to 3.54m/s from 3.08.

- Increased hatchet wind up speed by 10%.


I had a feeling this would be the changes. Honestly there was nothing else they could really do to her kit, aside from making her 4.6m/s (typically while out of hatchets -- but I doubted that would happen). These will definitely make Huntress stronger, simple as that really.


Blight

- Compound Thirty-Three limited to 3 Rushes from 2.

Yeah, I mean it won't make an insane amount of difference but I guess they want to keep Blight players happy and keep them feeling the power role of Blight regardless of add-on selection.


Mangled

- All applications of it are timed, ranging from 60-90 seconds.


This is a bad direction to take it. Survivors can easily just wait it out by doing gens injured, since they have no debuff to conspicuous actions while injured, and are only really pressured to heal if they're in a "vulnerable position" or if they need to get a hook rescue safely. So timing it just makes perks like Sloppy Butcher and all Mangling add-ons useless. I would personally like the idea of the Basement Chest being a different type of Chest to the surface ones, whereby after around 60 seconds of the item being removed from the Chest it shuts and is locked again allowing for multiple items to be looted from the Chest. This would allow for the whole idea I'm about to suggest to play out: Med-Kits are needed in order to remove negative healing related status effects from Survivors as well as being fully healed naturally removing the effects like it currently does. Using a Med-Kit to heal a Survivor afflicted with Mangled or Hemorrhage for 33% of their total progress removes the status effect. In the same vein, Med-Kits self heal speed becomes the same as the perk Self-Care.