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Implement 2v8's catch-up mechanics in the main game.

2v8 has a balance mechanic where if one side has a distinct advantage in their objective, there's an equalizing catch-up penalty (namely; the more hooks Killers have, the faster gens repair; the more gens are repaired, the slower gens are repaired.) If the match is relatively balanced, this doesn't become an issue. I suggest bringing this mechanic to the main game mode.

Comments

  • Vishlumbra
    Vishlumbra Member Posts: 222

    Personally, no disrespect, I think those kind of things belong to the arcade, cero depth mode, the game should be balanced enough to avoid having to add a rushed catch up mechanic.

  • Levitika
    Levitika Member Posts: 230

    Frankly, the game isn't that balanced if the same dozen perks are seen in matches because using other ones is just that detrimental to not be using them.

  • Vishlumbra
    Vishlumbra Member Posts: 222

    I agree.

    Perks in DBD aren’t balancing the game—they’re just patching flaws while creating new problems. Survivors get more second chances with perks like Off the Record and Shoulder the Burden, while killers are pushed into playing sweaty just to keep up. Instead of perks addressing core gameplay issues, they make things feel more chaotic and force both sides into specific, high-pressure playstyles. The result? Frustration for everyone. Balancing the base game would go much further than relying on perks to do the job.

    The game needs more focus on core balance: update old killers, slow down gens, and reward creative, slower playstyles for both sides. Perks alone can’t fix everything—they often just patch issues instead of promoting fair, fun matches. A catch-up mechanic isn’t the solution—what worked for 2v8 doesn’t translate to the depth and strategy of standard DBD.

  • Shinkiro
    Shinkiro Member Posts: 131

    The catch up mechanic was terribly thought out, badly implimented and massively weighted towards survivors, so no. Probably their worse idea yet.

    Just do gens and extend your chases like you're supposed too. You shouldnt be rewarded for playing badly

  • Levitika
    Levitika Member Posts: 230

    -Broadly gestures to every second chance perk Survivors get while Killers get one perk-
    Killer players need to have something that doesn't make even the slightest mistake kick them in the nuts.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,331

    Deadlock or corrupt would go a long way, not to mention some haste upon hooking a survivor to encourage leaving would be nice.

    Encourage us to leave the hook, buy us time to patrol, this paired with the borrowed time etc survivors have.

    The new player experience on both sides is awful and we need to fix that. Add anti slugging like 2v8 etc had, stuff to make the game more forgiving, then balance the core gameplay around it all.

  • Shinkiro
    Shinkiro Member Posts: 131

    Yes, one of the problems is excessive second chance perks that reward bad play, they just shouldnt exist. In a game where the killer is against the clock immediately as the game starts they waste far too much time with competent players. Of course lets not forget they get weaponised for "value".

    Far too many survivors rely on crutches to play, and those crutches get abused by good players. The game will always be a mess until all the hand holding is gone and the average skill level goes up because they have to learn. This feeds into the fact everything good killers get, gets nerfed because bad survivors dont want to adapt and improve. Balancing by the lowest demoninator makes for a terrible game balance.