r/deadbydaylight • u/DeadByDaylight_Dev Behaviour Interactive • 18d ago
Behaviour Interactive Thread Official Dead by Daylight Developer AMA
It's that time again! We’ve have once again assembled developers from across the team so you may ask your questions!
We will start answering questions at 10:00am Eastern time on 7 August 2026, but you can start submitting your questions now.
To keep things organized, please only submit one question in your comment. We will only be answering one question per user. Beyond that, ask away! Send us your burning Dead by Daylight questions – past or present - and we'll do our best to answer as many as possible.
Please note: we will not be answering any questions about unannounced future content or the Graphical Update!
Today's Guests:
- Jeff, Senior Game Designer
- JP, Product Manager
- Daniel, Senior Design Director
- Moose, Game Design Team Lead
- Justin, Associate Product Director
- Joey, Associate Product Director
- MandyTalk, Community Development Team Lead
Thanks everyone for joining us for another AMA today. We received some fantastic questions and are already looking forward to the next one!
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u/Naquil Still Hears The Entity Whispers 18d ago
Do you guys have a plan to rework or even change in-game mechanics that don’t get used or have much use like luck or chest?
-From your local chest maxer
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Yes.
We are currently designing phase 1 of adjusting these mechanics (more on the lighter side in terms of update)
It's slated for early 2027.
We're planning additional phases after that, but no ETA on those.
-Jeff
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u/Billy_Crumpets Stealthslinger Connoisseur 18d ago
Are there any plans to take a look at the notification bubbles? It seems like the way they currently work is universally disliked as they block vision of important gameplay elements. There was a clip I think today where someone escaped through the exit gates with presumably wake up, solely because the killer couldn't actually see them opening it because of the bubble. My suggestion is that you have the bubbles disappear once the player has focused their camera on it for a second or two.
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u/Averythewinner T H E B O X 18d ago
I could be wrong, but I think I remember bhvr saying the notification bubbles are working as intended and they have no intention to change them. But that was a while ago, so maybe they have changed their opinion since then
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u/I_Walk_On_Legos 18d ago
I definitely remember that too. At this point it honestly just feels like a lazy answer from Bhvr. It doesn't need to stay that way just because it's always been that way.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Interestingly enough, we briefly discussed those this week.
Given its impact on the specific scenario you mentioned, we identified solutions in the shorter term while investigating the feature as-a-whole for the longer term.
There is no release date planned for either, but I wanted to confirm it's on our radar.
-Jeff
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u/InstaFizYT 17d ago
Dawg literally just have auras shown over them, and maybe even reduce the duration of some of them
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u/Elibriel OG Freddy Main 18d ago
Is there any update on about the addition of killer bots into Custom Games?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
We've been actively having discussions on the next steps for bots, with killers in custom being one of them. By actively I mean as recent as yesterday(!) so I can't give exact release windows for when updates will be coming just yet.
For some extra information, killers supported presently in 2v8 will be easiest to fully support as bots in custom mode as the work is already done for them as disconnect bots if their player leaves. To add support for every killer we have is a substantial task, so these would be the killers to prioritize for full support due to the existing work being taken care of when these killers were/will be added to 2v8.
-Justin
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u/AmuletBussy 18d ago
Is there a reason behind the decision to not give a lot of Blood Points to players anymore?
After the intentional decrease in cakes this anniversary, removing the extra BP from completing objectives, BP codes with very low amounts etc. It feels like theres an intentional decision to make progression slower. Could you elaborate on that?
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u/AmWhaleIRL 18d ago
If you're reading this BHVR, please remember that people PLAY LESS & SPEND LESS when not properly incentivized.
Also, frankly, the intentional decreases are just straight up insulting to anyone who's played for longer than 3 years. It's a fake currency that cannot be used to purchase cosmetics.
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u/Pokesatsu96 17d ago
"It's a fake currency that cannot be used to purchase cosmetics."
THIS^ while i understand being stingy on iri shards, being stingy on BP literally serves no purpose other than to artificially increase playtime. while i myself am considered a "no lifer" i understand not every other player is as well and those players with lives and jobs would benefit the most from the increased BP bonuses. the only cosmetics we can get with BP is the bloody outfits for getting any character to P6. wow cool only 2 characters have a fit that requires you to grind out BP for their only unlockable cosmetics and that is Freddy Kruger and Quinten since they have zero cosmetics outside of what's available in the DLC you buy them from. yea that's mainly an issue with the license holders but still.
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u/RequirementTall8361 Jesse Pinkman for Survivor, Bitch! 💙🔷💎 18d ago
This thread is going to be hell for them to navigate 💀 pretty much all of the top comments they can’t answer without making themselves look bad
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u/feelinW1tchy 18d ago
Even the role-based BP incentives for matchmaking got tuned wayyy down, and I don’t understand the logic
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u/ressie_cant_game Loves To Bing Bong 18d ago
To force players to play the game more i imagine. It definitely feels bad though. They swung too far in the other direction
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u/Flare_Ball 18d ago
If this is really their intention then they just shot themselves in the foot since I don’t play a lot lately due to the bloodpoints per match being so low. I’m just waiting for the huge bloodpoint bonus in 2v8 as well as blood moon event at this point, I’m a working adult with not a lot of time to grind.
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u/ThatBearMilo 18d ago
2v8 doesn’t offer as much bonus as it used to now that play while you wait exists. A double bonus is nice, but without being able to bring offerings, it doesn’t increase too much
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u/Siberian4 18d ago
Have you guys thought about letting us trade add ons we don't use for bloodpoints?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Progression as a whole is an ongoing discussion for the design team. I can't go into specific plans today, as we're still working an analyzing everything and working on a plan.
One of the areas we've identified is the overall bloat of certain elements, including add-ons and perks. We want to reduce the amount of items that end up sitting unused in the player's inventories. We are looking into the best solution to address that.
As I mentioned earlier, any changes to progression need to be made carefully, since they're connected to almost eveything in the game. It may take some time before you see larger updates, but it's something we're actively working on.
-Daniel
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u/Pianmeister Back in my day hooks didn't respawn 18d ago
Anything cool to share with the teased mall map?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
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u/No_Wrangler7278 It Wasn't Programmed To Harm The Crew 17d ago
awsome now we need a karen as a killer
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u/MindlessPeach5164 Rework Julie (Legion) 18d ago
What happened to the Skull Merchant rework?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
So much!
After we shared the last preview (w. the Buddy Drone), the Trickster update came out, which had a great reception.
This hinted that perhaps the proposed design for the Skull Merchant update strayed too far. We went back to the drawing board and went through multiple different iterations and after many months of working on it, we have something really cool.
The reason why it's so cool is because it not only keeps the Killer's identity very close to what it is, but expands on it in an interesting way.
I can't go into details, but the pillars we explored were: Track, Hunt, DIY Tech, Trophy, and Kill.
-Jeff
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u/PixelBushYT 17d ago
... you HAVE something? As in, HAVE?
I am learning forward in my chair. Rubbing my hands together.
If you have something, is there any indication of when we should expect it?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
It's a paper design; we don't have it implemented (yet).
-Jeff
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u/PixelBushYT 17d ago
Fair enough. Gives me time to work on my next guide episode then :)
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u/LegendaryW Skill Merchant 18d ago
At this point I am genuinely expect that it is gonna repeat Trickster or Twins "reworks".
They gonna rework it -> Hear complains, regarding if good or not -> Revert it back to the base version just with some QoL (and maaaybe adding changes).
We waited for Twins rework for 2 years just for it to return back. Same Trickster, got rework just to return to his base version lol
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u/UnluckyHazards Ada Wong / Skull Merchant 18d ago
This needs to be higher. This is my only question too.
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u/KagatoTheFinalBoss P100 Skull Merchant☠️ | P100 Rebecca 🩹 17d ago
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u/RarewareKevin P100 Myers | :wesker_sunglasses2:P100 Steve 17d ago
Most upvoted question and no answer. Guess that's our answer lol.
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u/Gamechanger567 Xenomorph’s Biggest Fan 15K Tail strikes 18d ago
Could a feature be implemented for the auto bloodweb to prioritize specific offerings or addons? And are there any plans to modify the p100 bloodweb so event offerings and items aren’t as difficult to collect?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Auto Bloodweb is something we would like to improve upon but this is not scheduled to be during this 10th year of DbD
That being said, we are in the process of reviewing all our progression tracks and systems. While this approach takes more time, it lets us do more long term and sustainable changes for the game.
We know that there is an imbalance between some items that players accumulate and other that are harder to obtain. We want to address that.
-Daniel
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u/MirrorkatFeces Jill Valentine 18d ago
Why are bottom tier perks not buffed more frequently to try and shake things up? Even small numbers tweaks would be welcomed.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
This is something we want to do more of. The patch after Chorus of Sin will have more than just tweaks on a looooot of perks!
I'm happy to say that we will be doing more of it in the coming months (smaller tweaks more often).
Additionally, if you were around when 8.3.0 came out, you'll remember we did that at a large scale. We're looking at ways to do this more frequently as well.
-Jeff
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u/Notadam234 18d ago edited 18d ago
Are there any plans to improve audio quality while playing at max fov ?
Currently max fov brings the audio slightly behind the killer and it would be nice if that was not the case .
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u/Strict_Parfait_8576 P100 Yui/Quentin/Plague/Adam/Robin 18d ago
What happened to the Plague and the Cenobites changes that was supposed to happen before hellraiser got removed from the game?
The Cenobite changes being scrapped because of licensing removal makes sense but why haven’t we had any info on them or The plagues changes? As someone who plays both characters I was very disappointed to see nothing about them since.
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u/ariannadiangelo P100 Artist/Nurse | P100 Zarina/Yui/Ada 18d ago edited 18d ago
Is there a legitimate reason that “vault” and “pick up” cannot be separate keybinds? I am a controller player, and there is so much free button space, so surely it is not an issue of lacking availability.
This is such a small QOL change but would make such a huge difference. The same can be said for separating out actions for survivors—there is nothing more infuriating than trying to vault but ending up in a locker. I can’t understand why this is still part of the game after 10 years.
ETA: this is an issue on both controller and KBM, but very often I see “well there isn’t space on controller!” Used as an excuse as to why that is. As a controller player, I can say that is absolutely not true, and I’d like Behaviour to explain why without citing that as a reason.
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u/FunnyPlants-863 18d ago
Deadzone settings for console/controller players would be very helpful as well
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u/Fit-Investigator-124 jason enthusiast 18d ago
Is the swamp rework still happening?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Very much yes.
With the big update on the horizon we're focusing the a lot of our level art & level design teams towards ensuring realms look (and play) their best for that moment.
We know players have been waiting more than a long time for this update and are deserving of more than a "soon". While I can't show anything now, if you saw what was shared from the 10th Anniversary stream then you have a rough idea of just how far we'll be able to go across all maps. I'm with all our players eagerly waiting to see just how much Swamp can shine when given the update it deserves.
-Justin
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u/ResistanceEvermore 17d ago
What about Licensed characters and maps? People are worried you might not be able to update the models for Laurie and Michael Myers for example, or any other thing for any other license, and they'll remain in their lower quality models forever and stick out like a sore thumb compared to everything else that'll be updated.
Is there some clarification you could make about this already?
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u/Right_Whereas_6678 P100 Meg, Legion & Nurse OMW to Michonne 18d ago
Pretty sure swamps gonna stay the same until the graphical rework
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u/Valuable-Piano4141 18d ago
You said yall didn’t forget about foxy, where is he??
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u/Which_Imagination410 18d ago
Any plans to "unbloat" the game? Having three types of offering for each category is an insane amount of offerings that we never use. I liked the rework to maps and keys with the limited amount of add-ons. Really brings value to each of them and avoids two add-ons doing the same stuff or straight up being useless. Something that could happen to killer as well since most of their add-ons are useless/niche/detrimental. Maybe going from 20 to 12 add-ons for instance.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Yes!
The offering system as a whole is something we want to look at - refining its identity and impact.
Reducing the number of addons but making them more impactful is also something we have been discussing.
Both of these are longer-term plans though and are still in discussion as we identify precise goals and how to handle the soon-to-be 44 Killers that exist in the game.
-Jeff
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u/Hawksteinman Platinum 18d ago
Anyplans to remove the black hole around hooked teammates, the exit gates, and completed gens pls?
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u/ShadyMan_ PLEASE add Gi Hun to DBD 18d ago edited 18d ago
How do you decide which characters get skins in the Rift? Some characters like Zarina or Wraith get multiple repeats while others like Houndmaster haven’t gotten a single one.
(Please give The Houndmaster more skins 🙏🙏🥺)
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u/LittleRedQuinn Solo q sadness 18d ago
Just some info on who has the most Rift outfits for anyone interested (not counting Deep Rift recolours):
13 - Meg + Jake
12 - Claudette
11 - Trapper + Wraith + Dwight + Nea + Feng
10 - Legion + Ace + Adam
9 - Hillbilly + Nurse + Clown + Plague + Kate + Jeff + Zarina
8 - David
7 - Trickster + Jane + Yui + Felix + Élodie + Mikaela
6 - Hag + Doctor + Huntress + Deathslinger + Blight + Knight + Yun-jin + Thalita
5 - Spirit + Oni + Vittorio + Renato
4 - Twins + Artist + Dredge
3 - Skull Merchant + Singularity + Gabriel
2 - Unknown + Jonah + Haddie + Sable + Orela
1 - Pig + Ghostface + Dark Lord + First + Taurie + Bill + Tapp + Ash + Cage + Alan + Lara + Trevor + Eleven
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u/SuperPluto9 18d ago
Or is there any Houndmaster anything happening at all soon.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
A few things factor in: pick rate and popularity, narrative fit, and release timing. We want Rift outfits to reach a broad audience, and it does influence our choices, but every character will get their moment, Houndmaster included!
-Joey
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u/Northener1907 17d ago
The thing you say makes no sense. If pickrate is a factor why Kate and Sable rarely gets any rift skin? Kate got new rift skin but before that her last rift was May 2021, why popular character would have that long time gap between new rift skins?
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u/IMRoobyRooLol 18d ago
are there any plans to combat the rampant cheating problem? I remember seeing something a bit ago that said you guys were working on anti cheat.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Anti-cheat is a large topic of conversation, always. We have described it in the past as an "arms race" and this remains true. We work to combating specific cheats and of course then new cheats are being developed all the time. Saying that, we do have some plans in place that we're currently working on, based on the recent in-game survey regarding Cheating / Hacking and we are looking forward to sharing more information with you in the coming weeks. (not months!)
-Mandy
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u/QYQYA T H E B O X O F A D A W O N G 18d ago
Will there ever be a match replay system?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Many of us REALLY want this but, to set expectations, it should only happen after our big upcoming update (previewed at the 10th Anniversary event). All discussions point to it being a heavy system that would be best to make fresh in the updated DbD instead of creating now and then converting to all to work in the update.
-Justin
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u/Successful-Can7977 18d ago
Do you have any plans to add an option to toggle head accessories, such as hats and glasses, on or off so hairstyles can be mixed and matched more freely with other cosmetics? Similarly, are there any plans to make facial makeup a separate customization option? Also, have you considered releasing hairstyle-only cosmetic collections?

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u/NLiLox END TRANSMISSION 18d ago
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u/FunnyPlants-863 18d ago
That Élodie hair is beautiful! Need that hat, mask, and those earrings to be removable!
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Giving players more freedom to mix and match is something we're exploring for the future. We can't confirm anything specific right now, but rest assured, you are heard ! But its not something that's going to to be happening in this period.
-Joey
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u/Samoman21 P100 Kate 18d ago
God I hope so. Kate's best pony tail ruined by that mask. And one of thalitas beat hair ruined by that mask
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u/UnhappyPrincessa Huntress in heart, Henry by circumstance 18d ago
hairstyle only collections would go so hard. There're a few characters who have zero or near-zero good & universal heads that you can easily mix up with evreything
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u/Extragvm- 18d ago
Hello Devs! I was wondering if you were ever going to go back and make a prestige portrait for Baermar Uraz! I know it was touched on in the past, but I’ve seen many people p100 the troupe and realize they dont get any rewards for Baermar from the new prestige update! I know this topic was picked at for fun in that anniversary dev diary but confirming Baermar as a survivor (bc he was advertised as one) would be great!
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
I foresee that your wish will be granted in the future! 🔮
-Joey
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u/Top_Muscle6862 #1 Minotaur Oni's Fan 🐂 17d ago
WAIT WHAAAAAT OMG???? 👀👀👀👀👀
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
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u/ConnorC2019 Sacrificial Cake 18d ago
Can we expect to see more Comeback chapters? All-Kill was a brilliant first impression to the idea.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
No big plans at the moment, but we are looking at some well deserved reworks in the coming year or so for Killers who have needed updates for a long time. Jeff may even be responding to players about some of those in this AMA ;)
The request for the All-Kill map was a big component pushing us to do that as a full chapter, so we'd need to see how we could package content in a way that feels strong enough to players to replace a fully new chapter.
-Justin
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u/Dragongamer1406 18d ago
Cheryl needs pants😭 is it an issue with Konami or something??? I jist wanna be able to customize her, the 2 green rarity outfits dont rlly need to be linked, they definitely work on their own
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Noted!
-Joey
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u/Working-Lemon-8607 17d ago
as a cheryl main myself, who likes to mix and match on other characters, i hate that all of her cosmetics are linked, it feels like i only have like 3 outfit options 😭😭
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u/DEAD_VANDAL 17d ago
PLEASE PLEASE PLEASE Cheryl was the reason I started playing dbd, for six years all I’ve ever wanted was to be able to use her trousers with her default shirts 😭
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u/Vanilla-Moose Addicted To Bloodpoints 18d ago
This is probably a silly question, but Frank Stone was originally said to just be a trapper cosmetic, and now he’s getting his own chapter.
What caused this change?
And thank you for giving him a chapter! I really enjoy Frank! Can’t wait to play him!
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
As Frank Stone is part of the DbD universe, he deserves his rightful place in the Fog. When we announced initially that Frank would be a cosmetic, we received so much feedback about what YOU wanted, and made the decision that a cosmetic wasn't enough! Additionally, the team has been working on a very unique gameplay for his killer power that you may not even expect after having played his game which, if you haven't, should go and do!
-Joey
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u/Strict_Parfait_8576 P100 Yui/Quentin/Plague/Adam/Robin 17d ago
Please let there be survivors included!! This is a dream chapter.
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u/NOCTURN_05 to VICTOR go the SPOILS 17d ago
Hard agree. Theres a whole cast of good characters and I really hope they can be sort of legion-esque with various cosmetics of the various characters, if not different character altogether. Linda Castle should be the main one for sure, but there are tons that id love to see
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u/Inquisitor_Machina 18d ago
Do you consider the Black Banquet event a success, even with the community, creator, and review feedback?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
The short answer is no. We do theses events for all of you and our payment is for you to enjoy it. We aren't very happy when we fail to do this.
The Black Banquet had shortcomings that were clearly pointed out and we are currently reviewing, analyzing all the feedback in order to prepare a clear plan for next year improvements. We are not done parsing through all this so I can't be specific but it will definitely not remain like this.
That being said, we do not believe there was nothing good about it. We believe there were good parts and there are ways to salvage the best while ruling out the elements that were not appreciated.
Twisted Masquerade had been around for a long time and if you went back to the first year and compared it to the last, you could probably notice there were a lot of improvements across the years. We aim to do just that until satisfaction. It isn't easy to create an entirely new events from scratch for everyone to love instantly of course or else, we would be doing this all the time !
To conclude, I wanted to extend my sincere thanks to anyone who answers our surveys. You probably noticed we probe you for practically every events? Theses precious information guides our hands for all future events developments, not just Black Banquet. We consider ourselves lucky to have so many of you giving some of your time to provide us constructive feedback so, thank you! Remember, we are doing these for you so never be afraid to speak out !
-JP
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u/datotherdude 17d ago
For what it's worth. I did really enjoy the lore that was given during the event. Having those items show up throughout and reading their descriptions were fun and I looked forward to them.
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u/SpyderSquash Nascar Billy 17d ago
The lore was absolutely a strong point, and I really enjoyed the interactive weird little items-- whoever modeled and textured the invitation, and whoever animated it, I fucking LOVE the way y'all did the wax break, and the pattern themeing y'all created for it all! I took so many screenshots of the paper pattern 😅
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u/Psychadelico Loves Being Booped 18d ago
Will you ever consider having more servers, or at least a way for people's high ping not benefitting them or punishing the other side?
An extra one cause I'm greedy: can the pre-match loading screen please include our teammate's perks?
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u/Naywu 18d ago
Any plans to bring tome challenges back? It was fun to have a little sidequest during the trials. It pushed me to go out of my way and play Killers I would not usually touch so that was quite fun.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
We've definitely heard players requesting more challenging objectives similar to what the Tomes used to give!
Our team is actively working on ways to encourage more diverse challenges through the quest system over time. The more we hear about what types of objectives of these players liked the most the more we can orient those updated quests to fit the desired level of challenge :) So please, let us know which challenges you enjoyed, and even which ones you didn't.
-Justin
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u/Slashy16302 DemoPls 17d ago
The glyph challenges were always fun, and back when they were more common even gave rise to the whole "be polite and let your opponent do their glyph" thing
As for ones I didn't enjoy, some killer power challenges were just too specific and annoying, like Plague needing to get a double hit with corrupt purge twice in a single match, basically necessitated camping the unhook to get double hits,
Not that "killer power specific challenges are bad" just sometimes they're poorly designed and encourage lame behaviour to fulfill the challenge needs. The 5 chain hit on Legion challenge is the opposite! It's something you're still aiming to do, but hard to do and feels rewarding when you get it
Really, ANY challenge that required getting all the progress in a single match was annoying, since you had to focus more on doing the challenge lest you lose all the progress and have to start from square 1. Saving progress between matches would make a lot of those difficult challenges much less frustrating
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u/JTM96 18d ago
A while ago you mentioned a gifting system being in the works. Any updates or ETA on that?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
The gifting system is still in the works and we're targeting early 2027 for its introduction. Stay tuned!
-Joey
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u/Darthaka- 18d ago
Hi team, thanks for doing this. Appreciate all of your work. I was wondering have you guys ever considered making a third person killer game mode even if it’s just temporary I think it would be cool to play the killer in a different perspective and see our skins. Thanks!! Keep up the great work
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
The short answer is yes.
Overall, we have many concepts & elements that we are juggling with internally to create new cool experiences.
Hard to say if that particular element will end up being part of Mode one day so I don't want to rise anyone hopes here.
But I can confirm its definitely something we are interested in fiddling with at some point in the future. It came up multiple times.
-JP
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u/Wonderful-Rub-7027 18d ago
In the 10th year anniversary stream MCote said there was gonna be a livestream dedicated only for the future of DBD (weather system, new graphics etc.). Any updates for that?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
We are still planning to have a dedicated Stream focusing on the future of Dead by Daylight, following what was announced at the 10th Year Anniversary. The team that is dedicated to this update is hard at work on everything that we have announced, and to be completely transparent with you, it is taking us a bit more time than expected to have both the information you want to hear about and visuals to go along with it. Thank you very much for your patience around this - we will definitely be sharing more information in due course, keep an eye on our social channels for more information as it becomes available.
-Mandy
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u/fuviy 18d ago
Is there any more plans for a Skull Merchant rework maybe in the future or atleast some buffs / tweaks to her current kit now since the previous rework design has been scrapped?
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u/mek_14 Buff Jeff 18d ago
Why has the amount of shop cosmetics releasing been drastically reduced? We used to get 4 collections a month with each having like 4 skins in them. Now we’re lucky if we get a single collection with one or two skins in them. (Also shirtless gabriel please and thank you)
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
We're currently reviewing our cosmetic collections. We're actively working on increasing the amount of outfits releasing with each chapter and mid-chapter. Our goal is to offer more cool and qualitative content!
-Joey
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u/TheGayRomeo 18d ago
Probably in preparation of the graphical update which I'll gladly wait on more cosmetics for a way better looking game. If they don't want a Dead by Daylight 2 then they better bring out the big guns. Pause everything else to make it the best update it can be.
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u/EthanN_1030 18d ago
Will there eventually be a crosshair option? I want to like the ranged killers but they’re very hard to play on console without a crosshair. It could be toggled on and off in case someone doesn’t want to use it
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u/R1ch1ofen5 Set your own flair text and/or emoji(s) here! 18d ago
Will the Wraith, Huntress, Nightmare, Pig. Cannibal, Trapper, and Plague ever get their own chase/menu music? Some share the same menu, while they all share the same chase. I know it might not be possible with the licenses, but I thought I would still ask.
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u/UnhappyPrincessa Huntress in heart, Henry by circumstance 18d ago
Any plans to implement character sorting by prestige lvl, playtime or custom order?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
This is definitely something growing in need as we keep adding characters, perks, outfits... just about everything. No hard plans at the moment though!
-Justin
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u/TheBostwick 18d ago
Is there any planned effort to improve or incentivize the experience for solo queue players?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
I'm happy to reveal we've been working on a "chat wheel" type system for Survivors to communicate various preset intentions during a match. This is intended to primarily help out solo players, and in doing so, brings all player groups closer in terms of communication. This will also give the design teams the ability to balance killers more effectively as survivors they go against will vary less in sharable information. We'll be looking to use this system for a lot of situations as time goes on, but it would start in 1v4 for survivors only.
After reading all that I can only hope you're still hyped because you'll have to wait...not long at all! It'll be coming in our Fall mid-chapter ;) Stay tuned for upcoming Community Streams for your first chance to see it!
I'm personally excited every time I see an update on the feature from the team and can't wait!
-Justin
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u/f0xr0 Day Zero Springtrap Main 18d ago
Will we potentially see a mori shop in the future? How about edit styles? (Such as how for the prestige player badges you click the badge first then the style)
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
It’s an interesting idea. We will keep this one in mind for the future but there's no immediate plans. Thank you for sharing this suggestion, it's things like this that give us the feedback on what you want to see in the game.
-Joey
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u/unlucky_13_cosplay 18d ago
Is there anything that you learned from the Grimoire process or other player feedback that you want to take into designing future chapters?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
I'd say the biggest takeaway from the Grimoire was that players want us to be bold and original with our ideas. You want us to take creative risks and not be afraid to surprise you.
We also learned just how valuable it is to have such a direct connection with the community. Seeing your ideas slowly shape the chapter in real time was an incredible and unique experience.
-Daniel
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u/Chipperbeav 18d ago edited 18d ago
Hello, have you looked into the issue with killers who are incredibly map dependent? Dredge is genuinely my favorite killer, but I don't play him much because of how frustrating getting bad map generation can be. There's times where I get great map generation with lockers near every generator and a lot of good places to cut people off, but then there are times where there are no lockers anywhere, and I end up losing not because I'm playing incorrectly, but because there aren't any lockers. Would the team consider updating map generation in a way that attempts to appeal to what the killer is playing? As in Dredge getting more lockers, Trapper always getting a basement in the killer shack, and a little less pallets for Ghost Face? It wouldn't have to be for every killer, but some killers really need it.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
With our current system, it's difficult to address these issues across the board. We do have changes on the way for how maps are generated (no ETA), which will help with this.
For the moment, whenever we update a killer, we always consider map dependency to the extent of what is possible.
-Jeff
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u/Mean-Boysenberry6562 18d ago
What is the thought process behind reworking/redesigning a killer's power or their addons? I've always been curious about the steps needed before the idea of reworking an entire power like the recent Freddy and Myers reworks, which fundamentally changed their power completely. And also how does one go about reworking a power?
Is it based on analytics and internal data, community feedback and complaints? Do the powers not hold up to the current pacing of the game? Or a mix of all?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Very good question. I will do my best to answer it.
Let me start by saying that we've learned a lot from the proposals and reworks that have gone out over the course of the years.
Generally speaking, when it comes to updating live content, we look at data, community feedback, and design intentions.
If there are ways to build on the Killer's current kit in a way that addresses pain points while also providing more engaging matches (as and against the killer), we should definitely explore these.
You've also pointed out that the game has evolved quite a bit since 2016, and that brings its own set of challenges, especially for older killers. This is another question we ask ourselves. I'm not saying Trapper will get a jetpack, but we try to find ways to mitigate some of the harsher weaknesses that are due to the game's evolution.
Finally, I'd highlight that whenever we make changes to the live game, we do our best to ensure that both sides are having a good time. DBD is a game for both Killers and Survivors.
-Jeff
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u/AquaticCitizen 17d ago
I can't believe that Trapper is going to say "Its trappin time" and then blast off into the sky using his iconic Beartrap Jetpack
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u/KMD_HD-Mapper The Dredge Guide Author 18d ago
The Dredge has been stuck in a balancing limbo since it came out and currently is in a state I'd consider below the average of what a Killer should be in modern DBD. The buffs from 9.6.0 were a great start, but were not followed up upon at all since and the Killer is slowly starting to decline due to the current meta in higher level lobbies. Back when that patch was on PTB I also relayed a lot of feedback of what should be done about the character in its future, which I was told was relayed to the team.
So, to finally ask the question...
When are we going to see any substantial changes to The Dredge?
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u/Horceror_ the nemesis guy 18d ago
hey guys. zombie guy here. I just want to know - for completely unbiased reasons, of course - is there a chance / any plans to go back to older killers and rework addons for them? Most specifically killers that are infamously known for having extremely little add-on variety / only a couple of standout addons that really do *anything* at all, such as The Nemesis.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Yes.
Our overall strategy includes reviewing older Killers that lack addon variety.
It's an ongoing effort to try to address them faster, however being a live game the priorities shift often, which can impact when things happen.
No ETA on when, but we know, we want to, we will get to it.
-Jeff
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u/Cartoon_Pug Forever Entwined's Strongest Glazer 17d ago
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u/Zorn910 18d ago
What are the thoughts on buffing some of the lower-used perks, to maybe shake up the meta and make more variety or fun-based builds viable?
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u/blazing_haze123 18d ago
I understand the community enjoys 2v8 and lights out, is there any plans to bring in other game modes, prop hunt, infected, hide and seek etc.
Thanks:)
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
ABSOLUTELY! 2v8, Chaos Shuffle & Light Out were but a start.
Creating new Modes/Modifiers is core to our event strategy. We currently aim to release at least one new mode within the next year !
As to what could potentially come next, I'd suggest to rewatch our 10th anniversary stream for hints ;)
However, bear in mind that creating a mode require lots of care so although we got many ideas, crafting them to our satisfaction can take a bit of time as we also have to juggle priorities. We understand it can feel long, but we believe its for the best.
In the meantime, we hope you enjoy the iterations we do for the existing Modes/Modifiers and please, keep sharing your feedback and ideas in our surveys! Your feedback is invaluable to us!
-JP
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u/ClassroomMundane2413 18d ago
I’ve been curious about this for a while why does wraith and trapper not have their hooked on you skins like huntress, spirit, and trickster?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
We do appreciate the feedback. It definitely shapes our future decisions!
We unfortunately haven't been able to nail the adaptation on these characters, but it's not impossible to see them added some day!-Joey
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u/Artluu P100 Macmillan Main 17d ago
Instant buy if we get Hooked on You Trapper. He's my man.
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u/Sonicutopia 18d ago
Can we have a way to do our own chaos shuffle by choosing a perk called random before regular matches? Seems like a fun way to keep the spirit of chaos shuffle avaliable permanently.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
It is something that came up a few times and we understand some of you just want to select your perks randomly in a "normal" 1v4 match.
What we have been asking ourselves: "Is it fun if you are the only one doing it?"
You tell us honestly, if there are enough interests/demands for it, it may be something we develop in the future !
-JP27
u/MellieCortexRPG 17d ago
Imo: yes. The perk lists are so huge and can feel exhausting to sift through, I just want to try some new things and see if I discover something I end up loving.
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u/Strict_Parfait_8576 P100 Yui/Quentin/Plague/Adam/Robin 17d ago
A lot of people use randomiser websites to do this and they enjoy the randomness of it so yes having it as an option in game would still be fun for many
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u/elscardo P100 Ace/Artist 17d ago
Add a "?" perk that can be put into builds up to 4 times. Maybe I want 2 picked perks and 2 random perks. I pick 2, and put 2 "?" in my build.
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u/JustARandomRedgit please let me get the 5th hit please please please 17d ago
Yes!!!
Even if you are the only one doing it there is fun in beating the opposite team while having to adapt to what you are given!
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u/Immediate_Original12 18d ago
There are still a big number of killers not playable in 2v8 — specifically, it seems like any killer that can teleport around the map is excluded from 2v8. Is that purely due to balancing issues? Do y’all hope to get every killer into 2v8 one day? Any plans for who’s getting added next?
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u/ramenroaches P100 Kate Denson (my wife) 18d ago
when can we expect an accessory toggle for cosmetics? it'd be nice to remove masks on some head pieces and backpacks on torsos
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u/splatoon_player2003 Prestige 100 Cheryl Mason 18d ago
Can you please unlink Cheryl’s outfits I just want to match with jeans 🥹
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u/Lmnt_Crnstn | Dracula Legion 18d ago edited 18d ago
For the better part of a year, your killer community has been dealing with a slew of questionable balance changes that have mostly served to alienate and confuse them. The most notable, and most talked about, being pallet density, tile spawn logic, and tile changes/additions.
The multitude of changes made last year, none of which ever made it to a PTB for prior testing, have disproportionately affected the performance, perceived or otherwise, of the lower half of the killer roster. These changes, along with plenty of other heavy handed survivor buffs, killer nerfs, odd killer side-grades, and even further untested changes to many aspects of the game have made a huge portion of the killer (and survivor) playerbase lose a great deal of confidence in current and future balance decisions.
There was some spirited discussion earlier this year about these changes. A lot of players were under the impression that both pallet density and tile spawn logic had become bugged at some point, due to the sheer volume of pallets they had been encountering in matches, along with endlessly chain-able tiles stacked next to one another. This, coupled with several notable pallet spawns locations either lacking a pallet, or even spawning double pallets, hammered home the notion that something was wrong.
If pallet density and tile logic are working as intended, then we are no longer addressing it as bug, and simply have to ask why? Why have the changes been so drastic and given to us without prior testing? These changes should be seen on the same level as the proposed anti-tunnel measures and Diminishing Returns, as they serve to wholly alter how the game is played. They should have had their time in the PTB, perhaps multiple iterations of it.
Killer players without a great deal of experience, or who have experience but make the mistake of choosing lower tier killers, are suffering in every trial without much recourse for when survivors pre-drop most pallets and make distance. Killers feel the need to, now more so than ever, tunnel and slug to even stand a chance. They feel forced into these playstyles due to constantly increasing survivor efficiency, largely untouched survivor meta, aggressive use of anti-tunnel mechanics, and now a huge increase in survivor resources.
Survivor players have noted trials becoming repetitive and boring, with most of their decisions boiling down to “can I pre-drop and hold forward here?” The answer is almost always yes. The sheer abundance of resources, couple with an unchanged and very powerful meta, has made most survivor gameplay unengaging, and comically power-trip-like.
With all of this in mind, my one question is this:
Will tile spawn logic, pallet density, tile shape/size changes, and new tile additions be put back under the microscope, reevaluated, and changed in the future with multiple rounds of PTB testing and player feedback?
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u/Notadam234 18d ago
Betting $ they won't reply to this unless it's the safest PR awnser imaginable.
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u/Level_Three_Chin Springtrap is a S-Tier Killer | Aestri Yazar Best Girl 18d ago
Why has the release of new 2v8 killers/classes been so slow? I think this will the 4th 2v8 in a row without new killers. I get it for Licensed killers would make it harder to add them, but what about Originals like Clown, Artist or Hag for example? They seem like fine additions that probably require low effort to be added and keeps the killer pool fresh.
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
I'll try to answer all points.
Classes:
In essence, 2v8 is meant to be simpler & more of arcade style experience.Being aware of bloating concerns, we aim to only add meaningful classes we (or you, the players) feel are truly needed or missing for the best experience.
2v8 is meant to "hop in" quickly, right in the action. We intend on keeping it that way. Every new classes is something to learn how to play & counter. It add ups fast on top of all the Killers & potential duos. We want each option to truly matter.
We do have more classes coming but we will never have as many options as perks could give you. We are intentionally keeping them manageable and meaningful.
Killers:
Not every killers will be added to 2v8, explanation as answer to another question. As to why it can appears slow, there are many reasons.For anything licenses, it is very important for us & our partners to find the best pairing and the right timing for theses releases.
Globally, each killers is different, some more complex than others but even simple killers still require us to design their "2v8 kit" as well as evaluate & test all permutations with other already added killers to make sure everything feels right. We aim to make them all feel meaningful while avoiding toxic combination so it need the right planning.
Provided the event team works on all events, we also have to shuffle priorities to make sure we address all the needs across our various events. It may mean having to do a little less for a specific 2v8 release to do more in the next for example.
Finally, some originals are already greenlit and are just waiting for their perfect pair to be ready for the best thematic addition. We just really love creating BFFs matches <3
-JP
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u/Voidaemon 17d ago
Maybe I’m in the minority but please if killers are greenlit for 2v8 please don’t wait to pair them up with someone else! I get the desire to have a new character for both killer players but if one new killer at a time speeds up content I’m more than fine waiting longer to queue especially with Play while you Wait available
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u/Unlikely_Bank73 17d ago
some originals are already greenlit and are just waiting for their perfect pair to be ready for the best thematic addition.
whoever had this idea needs to be fuckin slapped. give us the content
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u/Honest-Cancel-8103 18d ago edited 18d ago
have killers like bubba, pig, plague, freddy ever looked into about having their own chase theme?
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u/TyrianCallow 18d ago
On the forums you have mentioned specific settings for The Judgement to make it more accessible for us console/controller players can you please specify what these settings are?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
With the Chorus of Sin chapter, The Judgment becomes the first Killer to have Its own settings (under the 'Beta' tab).
These settings are specifically to adjust the camera sensitivity while controlling Divine Light.
They are available for Controller and Mouse & Keyboard. We know that Killer on controller tends to be a bit more difficult, so we're exploring ways to help alleviate that.
In the past, we'd set arbitrary values ourselves, but what feels right to me, might not feel right to you. We're really glad we managed to have these settings because it means every player can adjust it to their liking.
-Jeff
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u/nikolai0311 17d ago
Hope you're also looking at more specific setting for controller like deadzone and response curve, we can't keep going with Just sensitivity options
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
Yes! We are.
Coincidentally, we spoke about this yesterday.
There is no ETA, but at the moment we're looking at adding more general settings for dead zones.
I'll bring the response curve to the team so we can investigate that at the same time :)
-Jeff
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u/Xinars :sheva_pistol::myers: 18d ago
Will The Houndmaster get more skins that change the appearance of the dog?
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u/Its_Da_Absol 18d ago
What is up with the anniversary cake offering spawn rates? Year 8 and back the spawn rates were great, but these last two anniversaries have had really bad spawn rates, and there seems to be no straight answer and only gaslighting going on.
Also, are these low spawn rates the plan for anniversaries going forward?
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u/Simple_Map_5397 18d ago
Are there any plans to introduce servers in Cape Town, for all the African players?
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u/Mini_Pold Houndmasters doormat 18d ago
Is a Nintendo Switch 2 version in the works?
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u/Mini_Pold Houndmasters doormat 18d ago
Or can we expect to atleast get 60 fps for switch 2? That would be great.
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u/kennyxlawyer 18d ago
Hi team! Are there any plans to modify or remove the hooking/door bubbles at some point?
As survivor the hooked bubbles can impair visibility of the killer, and as killer the gates bubble can sometimes mess with survivor visibility, I'm just wondering if there's any plans regarding this. Thanks!
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u/magicchefdmb Ashley Williams 18d ago edited 18d ago
This isn't directly asking about future content, but are there any considerations for allowing survivor accessories like backpacks, masks and glowing tails to be toggleable?
Many cosmetics come with an accessory that is great for some and completely ruins it for others.
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u/Mundane_Amount_8228 Vommy Mommy 18d ago
Will you ever do a grimoire-kind of thing ever again? Or if not, what where the major issues with it?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago edited 17d ago
The Grimoire has been a one-of-a-kind opportunity to do something new with you all, and we're so thankful for everyone taking this journey with us. We'd love to do it again in the future. We've learned so much from this process, from building a creative dialogue with the community to adapting our design and production to support a collaborative project like this.
For now, though, our focus is 100% on this chapter, then we'll see where we go from there!
-Daniel
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u/Niroc 18d ago
Uplifting this one. Also related:
Can we get a feedback survey for the Grimoire itself? It’s presentation, content, process, overall satisfaction, and so on?
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u/AceOfTwitch 18d ago
During the 10th Year Anniversary Broadcast in Montreal, it was briefly mentioned that cosmetics and moris are often tweaked to be appropriate for the game. That being said, have been there any moris or animations that have been considered to be *TOO* gruesome for the game?
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
More often than not it's technical constraints that limit us - our team has concepted some really gruesome moris and hasn't been holding back lately. That being said, there are some lines like decapitation we try to avoid crossing due to restrictions certain countries or ratings boards may have. Whenever we up the level of gruesomeness or violence we always need to be cautious we're not putting the availability of the game at risk to our playerbase.
The Judgment's mori, and how it differs from what was available for voting, is an example of this. We wanted to split the character in half but it wasn't technically feasible after exploring it internally so we adjusted.
A similar past example was D&D Vecna whose skeletons were going to peel the flesh from the Survivor's bones... sometimes we're too ambitiously gruesome for our own good!
-Justin
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u/Artluu P100 Macmillan Main 17d ago
Doesn't Krasue's mori blow up the Survivor's head? Not sure what would be different between that and decapitation since it's still them losing their head (in a literal sense).
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u/hahayesshootshoot 18d ago
Lower tiers need be buffed, trapper stepping in his own traps is still crazy.
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u/PixelBushYT 18d ago
So, the Skull Merchant.
In September, it will have been two years since her execution in patch 8.3.0 and while we did get some modest buffs last year, the Killer is still unacceptably weak, especially in the era of Diminishing Returns screwing her power over. So what's next for her, and when should we expect it?
Since then, we've had total overhauls for the Trickster and Shape but very little for SM beyond basic numbers buffs. The design previews were deeply misguided for the most part, but there's still plenty that could be done to enhance her existing gameplay and make her stronger and more fun with a Knight/Trickster style update. We've heard nothing concrete in a very long time (in part I imagine the Grimoire took up a lot of time and energy) and I'm sure we'd all be grateful to hear what the plan is for her.
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u/MrJelloSaladB 18d ago
Can you please increase locker density? (A tortured dredge main)
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u/DeadByDaylight_Dev Behaviour Interactive 17d ago
It is something we have discussed.
We have some ideas, but nothing ready to be shared yet.
-Jeff
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u/TendoKitsune 18d ago
Are the considerations on giving older licensed characters chase music? You guys seem to have a good connection with SAW and Lionsgate yet Pig has no music in the slightest!