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Ideas For Weak Killer Buffs/Reworks

There's a few killers in dead by daylight that obviously lag behind the others at higher levels, and there are also some killers who I think could be more fun to play both as and against with a few tweaks or alterations. I thought I'd list them here in case a dev or somebody sees this and thinks some are a good idea. feel free to discuss if you agree or disagree with any of these suggestions or if you have some of your own you'd like to add :).


Doctor: To start with doctor who's a personal favourite of mine. In terms of strength I think doctor is perfectly balanced and has a high enough skill ceiling to be viable at high level play, however there is always one part of his power I thought has gone brutally underused, being the hallucinations.

I think it's such a cool concept but it just doesn't have the effect I wish it had because most people learn to not be tricked by them after only a few games MAX. I think the hallucinations should move and chase survivors, have a red stain, and a small terror radius. Whenever they catch up to a survivor they start a swing animation but before the hit lands it disappears. This I feel would be able to trick some survivors leading to a more chaotic and maddening game which is what doctor's supposed to do with his power. it would be more fun to play with and against and could of course however you feel this needs to be balanced like making it only with add ons or without the red stain or whatever else. It would be simply enough to add as you could just rip the code from the knight's guards and throw in some tweaks.


Trapper: Trapper is one of the weakest killers out of all of them which is a shame because he is the poster child of the game and has a cool and brutal concept. One of the problems I feel is that his traps are far too visible, making them laughably easy to avoid or disarm. Sure on some maps there's nice grass to hide them in but that makes trapper very map dependant. There is also the tar bottle add on that attempts to help disguise them by making them darker, but on maps with light floors like Eerie of crows this hurts more than it helps. Instead I think that the tar bottle add on should be replaced with another one instead. Insidious Engraving is a trapper add on that helps to make traps less visible. 30 seconds after a trap has been set, call upon the entity to pull the trap down slightly and burry it in the ground leaving only it's teeth visible. this will make traps much less visible but simply burying most of the traps body whilst still being fair as keen survivors will notice the teeth and can avoid them like always. this also removes tar bottles weakness of different coloured floors as it is a universal effect that works on every map.


Another way trapper could be buffed is by making it harder to disarm traps. Bloody coil is an Iri add on that injures survivors who disarm bear traps, it is unavoidable for survivors. I think instead when disarming a bear trap there should be a series of skill checks you need to hit, success leads to a disarm, and missing a skill check injures you like bloody coil would.


Freddy: Freddy I think should be able to teleport to completed generators around the map as well as unfinished ones. Currently the issue I find is that as survivors complete generators it hampers Freddy's power by restricting his mobility. I feel this is a bit backwards as why would you have it that Freddy gets weaker as survivors do good? surely if survivors are winning you shouldn't put the killer at a further disadvantage. Additionally I think that both dream snares and dream pallets should be available simultaneously and bound to separate buttons so that both can be used for on-the-fly gameplay changes. Add ons that allow for dream pallets to be used can be changed to simply buff dream pallets.


Dredge: Dredge has a really cool concept for his power and I think it's been executed quite well. I just feel that it's slightly too slugish to keep up with survivors. His teleport should have a shorter cool down and be faster to go from locker to locker in order to make it more viable to use mid-chase.

Myers: Myers's problem is simple. his power is good but it takes far too long to get out of tier one which means survivors can have a generous headstart which can hurt a lot of Myers players in the long run. I think it would be nice if tier one was either more viable to stay in or was easier to get out of. Also I think everyone agrees that the tombstone add ons are in need of a rebalance. It's a cool idea and I like it for Michael but it's way too over powered. maybe you should make it operate like a mori where you can kill survivors but they need to have hit their second hook state first.


If you've managed to brute force your way through my small novels worth of writing then I'd love to hear your thoughts. Do you agree? disagree? any additions of your own?

thanks for reading :)