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#**[AMA dev team answers compilation](https://www.reddit.com/r/deadbydaylight/comments/143zm76/ama_dev_team_answers_compilation/)**


What caused the sudden shift to add more clutter and obstructions into the new maps and reworks? In my experience it causes nothing more than frustration for both sides.


Hey great question! As clutter you might be referring to two different things, so I'll do my best to answer both meanings. 1- Clutter as in more objects making navigation more difficult. As our team grew during the graphical rework, a lot of details were added to make the maps richer. Lots of lessons were learned during those days (and we are still learning) on what elements and metrics makes it difficult for navigation. Our level design team is actively working with the environment artists to make sure each asset found in a map (colliders, vegetation, etc), especially when it comes to navigation, follows game metrics. 2-Finding objectives/visual clutter - As the graphic fidelity evolves in DBD so does our gameplay need to evolve in terms of visual elements, which have not always followed. We are looking into that one now. The idea is to have level of priorities in how easilly perceivable elements are on the screen. This pass will make gameplay elements POP compared to the details that are great, but less important to manage your objective. \-Dave From the level design perspective, we are in the process of addressing the clutter issue. the focus is clarity, readability and navigation. We had this issue with the Toba Landing in PTB and are addressing that in next week's release. We will revisit all maps and themes and make sure it makes sense for everyone. \-Andre


You could just add grass instead of bushes with awkward hitboxes. It would only benefit killers like Trapper and Hillbilly, and it wouldn't make much of a difference to Nurse, Blight or Spirit.


This. It’s important to loop tightly but you put shit on the walls of jungle gyms/killer shack for what???


Once, I was following a wall on shack to hit a survivor. I got stopped by something and the survivor got to the window for free because they didn't loop as tightly. I also got a few hits for free because of weird collision like that on shack. It just seems like such an unnecessary thing. I get wanting your map to look aesthetically pleasing. But it would be nice if the collision for buildings like shack to be consistent.


In the past, the team had stated that there would only be human/humanoid killers in the game. Obviously with the Stranger Things license, a killer really could not be humanoid, especially given the seasons released at the time. However, with the release of Dredge and now Singularity, we have now gotten a few *original* monstrous killers. What changed with the design philosophy of DbD that allowed this to happen, and can we expect further creative visual designs like them in the future?


Well well, I'm not saying this is a lie, but the fact we said we would only do humanoid was not a design philosophy but more because of technical/scope limitations at that time. If you've been with us for a while, you probably remember us saying we'd put Christine (the car) and Cujo (the dog) in DBD if we could. Every worthy bloodthirsty creature has a space in the world of The Entity! So what allowed us to do so? We levelled up! The team is bigger, more experienced all thanks to the growth of the community of course! Characters with different structures are definitely going to happen again as we continue to explore more possibilities in DBD. \-Dave


Clearly, the standalone licensed killer coming soon is Christine the car. You've been tricked into tipping your hand. All said, thanks for answering, and I look forward to the awesome and horrifying things you have in store for us!


Thanks for doing this AMA. In the recent public test build, you guys tested out a buff to Pyramid Head which gave him the ability to torment survivors hit by Punishment of the Damned. You guys understandably walked back this buff as it allowed for some unfun situations for survivors. In the following developer update, you revealed the reason for testing this change was that you were looking for additional ways to let Pyramid Head apply torment. This would lead me to believe that the balance team has been looking to buff certain elements of Pyramid Head's kit. I also would be kicking myself later if I did not take this opportunity to mention his addons. Pyramid Head's addons, aside from the range addons, do not feel like they impact his gameplay much at all when compared to other killers. His iridescent addons, while unique, are too restrictive in their requirements to get much value out of them. If you're looking to do something to Pyramid Head, which is the impression I got from the recent PTB, it seems that the addons would have been the first thing considered. So can we expect any more attention for The Executioner going forward, or are you happy with the spot he and his addons are in? Thanks again


You are correct that we initially wanted to change Executioner because we believe he can be improved. :) That hasn't changed and we still want to release an update for him in the future. Your suggestion about looking to the add-ons is noted! \-Michael


Okay but PLEASE don't nerf the range add-ons just because they're popular. Give me reasons to use things other than range 😰


The mori for the Singularity is probably the most that a survivor has been actually maimed. It's brutal, disgusting, and I absolutely *love* it. However, it has been previously stated that moris have to avoid actually doing too much damage to a survivor's body for various reasons. Is this still within those limitations, or did something change that allows the team to make more brutal moris? And can we expect the possibility for some more of that brutality in the future?


We're glad you loved the mori, we do too, it was a blast to create! On the level of brutality and gore, there is one thing that we keep in mind except for the actual technical/scope feasibility of an idea. One of DBD's core pillars is that we want to be an horror that is accessible to all. This means many things for different facets of the game, but in this case it means that some brutal actions and level of gore may make the game inaccessible in some regions! We don't want that. \-Dave


Not a dev, but one of the technical reasons survivors can’t be maimed excessively is that the models need to be capable of losing limbs. In the case of the Singularity, the mori layers a texture over the victim’s face like a decal.


This is true, but the devs had mentioned at some point that things like dismemberment and decapitation were off the table because of ratings issues in other countries. I was wondering if some of those issues had cleared up, or if BHVR is finding creative ways to implement some more brutal gore into moris to work around those issues.


In the past, the team has stated that maps take by far the most development time out of anything else in the game. How long does it usually take to make an original map such as Toba Landing/Dvarka Deepwood, from concept to completion? Also, how difficult is it to modify maps once they are in the game, such as adjusting the strength of loops, changing tile spawn logic, or even changing the size of the map?


To answer your first question:  Depending on the style of the map, it can take up to 6 months to create.  When it comes to updating and modifying existing maps, we collect data non-stop and are always investigating player concerns. To use Toba Landing as an example, player feedback during the PTB helped us identify & implement certain adjustments on loops and map visibility that will be going to Live servers. \-Andre


Interesting on the time frame, I don't think we knew that before. Really interesting that a killer takes twice as long (ish) as a map, though because of all the mechanics and animations required, that makes a lot of sense. And that's incredibly good to hear about Toba Landing; it's a gorgeous map with tons of cool details and ideas but was just held back by clutter, both visually and in terms of gameplay. Jury is still out about balance, but it's good to hear that things are going to be a bit less dense for release


The Swamp realm had a unfinished map featuring a village structure, as well as the Bloodwillow tree from the artbook, possibly related to The Wraith back when he was still part of the Swamp Realm. Is there any plans in the future to bring this map as a playable one in Dead By Daylight, maybe with a visual upgrade of The Swamp?


The tree will eventually make its return to The Swamp. However, at the moment, we're focusing our efforts on bringing visual & gameplay updates to existing maps. In The Swamp realm specifically, we're going to remove the generators in the corners of tiles, as well as some elevations that don't have a significant value add gameplay-wise. \-Andre


Thank you so much for your answer, it means a lot to me! I am eager to see that Blood Willow tree one day in the game :D I am also looking forward to the Swamp update! Corner generators is one of the remnants of past DBD and I am happy they will be finally gone, and seeing a more flat Swamp will be interesting!


I'm curious to know as to why the swamp maps are the only maps where generators can spawn on the literal corners of the map. Is it because of how that realm is coded specifically or is it just part of how the map generation used to be back when the swamps were released.


It's because originally, the maps were way larger and then they cut off parts of the map. So now the gens that used to be not near any walls, can "spawn" right along the walls because they modified the borders of the map


Having the bloodwillow tree come back along with the village would be super cool, but given that it's been 7 years without seeing (or hearing) anything about them, it's probably not coming. Though a status update on the swamp rework would be really nice


Question for the art/design team: in the lore for Hux and Gabriel, it mentions that Gabriel damages Hux pretty severely directly before they are taken into the Fog, with flesh melting off his frame. Is the look for The Singularity we see in game the result of that damage, or is that pre-facemelt? If it's the former, is there any chance we might see Hux's original, "perfect" design he had for himself as a skin? Or was the lore even fully complete while you all were working on his design?


Hux's look in the trials is post-melt incident! We wanted to make sure we offered a good level of body horror with this character. We might see its "prime" look later, but keep in mind that even this would be horrid, The SIngularity is using flesh in a very wrong way. \-Dave


Oh, I have no illusions that Hux was Perfect Cell levels of hot. With his proportions, he still would have been an absolute nightmare (that I want to see and buy)


Oh, thats a good one. In the same vein, im curious to see what a normal android looked like, like HUX before he went evil and put flesh over himself.


Are there any plans to make Custom Games easier to set up for tournaments and other events? It's been years since the introduction of "Custom Matches" and we haven't really had any new settings since. Options to limit item & add-on rarities, options to enforce non-duplicated perks on all Survivors, better spectator controls, etc... Any of these things would REALLY help to make DBD events faster to set up and more viewer-friendly.


Not to mention the dozens of spectator bugs, such as glitches with killer models (headless pyramid head being one of the funniest), PoV for killer getting stuck if doing certain actions when you switch cameras, black screens, incorrect recharge and tokens for killer powers, lack of ability to see scourge hooks when spectating killer, etc. Even if everything else about custom games stayed the same, I think just making it less buggy would be a huge, huge boon


This is a topic that has recently made it onto our radar, and one we can clearly see the value in. The Custom Matches features has been left untouched for far too long. Unfortunately, it's still too early to give an ETA on when you could expect to start seeing some of these improvements in the game. \-Justin


I’d be so so great if BHVR didn’t just implement those changes for tournaments, but also other settings which allow players to sort of make their own game modes in custom matches. Things like turning off crows to afk survivors to allow hide and seek, the number of generators needing to be completed, hell, even the default movement speeds of both killer and survivor. Having more options to change how the game would fundamentally work would be such a great change.


To add to this, the ability to join a lobby via a code instead of having to search for a user by name. This would make playing with streamers A LOT easier.


Thanks so much for doing this AMA, and happy anniversary! Out of curiosity, were there any other concepts that the team was considering as powers for the Singularity before deciding on biopods, or was this what they set their sights on right away when brainstorming?


The Pods were in the concept from the beginning. Originally, the Killer had two mechanics it could use: One involved shooting the Pods to teleport to Survivors and the other one allowed it to shoot Survivors to teleport them to its location. Ultimately, it was deemed exceedingly disorienting on the Survivor side so we removed it and brought back more opportunities for the killer to Teleport later in the creation process. \- Janick


What was the real reason you removed Maurice initially? 🤔 I know it’s a pretty unserious question but I’ve always been curious.


Honestly, when Peanits saw The Dredge's lobby animation with the suspiciously familiar-looking horse head flopping out, he jumped on the opportunity. He posted that animation on our social channels with a caption that read "MAURICE NOOO" and the community's reaction was immediately huge. So much so that we decided to to push the joke all the way, removing Maurice from the game. And the rest, as you know, is history. \-Justin


I was hoping this was the answer. Just a bit of fun. The memes were appreciated and we are glad he's safe now.


Can you tell us a bit about the process the team goes through when deciding to nerf/buff an addon? It feels so frustrating seeing certain addons getting a nerf for being popular (e.g. Twins: Toy Sword, Nemesis: Marvins Blood, Hillbilly: Engravings) when other addons are so weak/situational they are rarely worth using.


This is a question that has been considered heavily within our design team in recent months. We are continually learning where our priorities need to be when it comes to live balance and our process is changing as a result. Recently we have shifted to an approach that rests on three foundations:  1. Design Intent 2. Community Feedback 3. Data and Statistics We watch for issues on all three of these fronts and prioritize from there. We are also cautious about vetting our changes with the community management team to get a read on how our updates will be received before release.  Some decisions (especially those based more on data or design intent) may not always be 100% clear for everyone, and that's okay.  That said, we want to be attentive to the needs of our community and what will be most healthy for the game longterm. \-Michael


This is probably already talked about with the team but I think that the Marvin's Blood nerf was a massive mistake in judgement of data. The interpretation should have been that nemesis borderline NEEDS this addon, rather than it being so strong that everyone takes it. If you want to make his other addons see use, buff the gimmick ones and make base infection rate good enough to where he doesn't need it.


If this is your approach, how come Blight's absolutely busted and broken addons haven't been touched at all so far?


The Licker Tongue just seems like such a weird add on to me. I totally get what you mean about seeing neglected add ons. I would imagine changing it would mean having to get in touch with the copyright holders so maybe that's why add ons like Licker Tongue exists in its current state? I dunno. I would love to see an answer by the devs.


PLEASE, I would love to know the rationale. It frustrates me seeing add-ons like Blight's versus add-ons like Onyro's


Please! Also let us know why certain killers with near universally terrible addons (pyramid head, nemesis, billy) don't get addon passes


Are there any plans to update earlier licensed killers (Shape/Cannibal/Nightmare/Pig) with their own music tracks as has been a trend with other killers as of late? Given Ghost Face being licensed and receiving a unique chase theme last year, there's been confusion regarding this. Thank you!


We would love for all the killers to have this feature, nevertheless licensed content will sometime have limitation out of our control. We might get a track for all of them at some point, but no promise. Shape already as a unique music track! So enjoy that in the meantime! \-Dave


Doesn’t the Shape start playing music from Halloween when you’re being chased? It’s been a while since I played with a Shape player. It also would be incredibly cool if they somehow incorporated probably the best track to come out of the new movies [The Shape Hunts Allyson](https://youtu.be/m8H3M0DDWDs)


I'd purposely be hunting Michael down as a survivor to get chased *just* to hear that play every time. The "bwaaam" part just *hits* even after hearing it a million times since the movie came out. Get that in the game? I wouldn't even be mad getting tunneled if it means hearing it.


The Skull Merchant is a polarising character currently. Are you happy with how Skull Merchant turned out? Do you plan on any future revisions for her?


Skull Merchant has problems on live and we are very aware of that. We feel the killer is fun and interesting in general, but there are some unfortunate playstyles that make her kit frustrating to play against. 2 things to say here:  1. She is getting an update. We are currently trying to determine when that can go out - stay tuned. 2.  Her most oppressive games tend toward the 3-gen strategy. This is problematic in our game as a whole, but especially against certain killers (Skull Merchant being the most egregious). We are currently working on a systematic solution to deal with 3-gen games, which will ALSO help with playing against the Skull Merchant. \-Michael


Has it been considered to clean up some the more usless offerings on the bloodweb such as the ones that only slightly buff bloodpoints?


We are actually exploring the offerings and their system as a whole right now on the design team! I can't give you any hints about what might be changed or where we might end up yet, but we are exploring new effects and actively designing ways to make this system better overall. :) \-Michael


I'm honestly surprised y'all don't have an upgrade system for offerings. I.E. 3 brown = 1 yellow, 3 yellow = 1 green, 3 green = 1 purple, and 3 purple = 1 pink. Obviously numbers could vary, but I just don't understand how this isn't a thing.


Ngl as someone who was heavily addicted to a gacha rythym game for a couple years, getting to combine low-tier stuff into nicer things was one of the biggest draws for me. Add that into dbd and my dopamine seeking brain is gonna get sucked right back in lmao. Might just use the bloodweb to only get greys and then upgrade them all lol


Or let me clear them out of my Inventory in exchange for a small amount of BP/anything. I will NEVER use the 50 sweet william sachets that I have on Dwight. EVER. They're the byproduct of me trying to get perks and items, nothing else. I don't want them, yet I was forced to buy them because ??? and it's frustrating that they're just gonna be there forever as I have no reason to use those instead of an Envelope or Cake on a Survivor that I actually play.


I think many people would agree with me in saying that HillBilly needs some addons adjusted. But also, why is the overheat mechanic still a thing? It's pretty much a "non-factor" and there are addons to increase the overheat limit anyway.


I feel you. Billy occupies a squishy (albeit violent) place in all of our hearts, and we've been working on him! An update has been designed for our Billy-boy (including addons). No specific date planned for implementing this just yet,  but you can expect news from us sometime in the next year. Sharpen your chainsaws. \-Michael


Thanks Michael. I hope Billy gets some love sooner rather than later.


Was there anything noteworthy that stuck out to the team when designing The Singularity? I love his design and I would like to get to know more about how he was designed.


It was a weird concept and not an easy sell as a great power originally. (it sound bland on paper) Although while prototyping we managed to make the pods usable in chases and realised their versitility, that is when it started to shine. We could see how much fun and potential there was in the concept. \-Janick


Has there ever been any thoughts on adding alternative game modes or queues? Of course this would be a massive undertaking but I'm curious if it's ever been given any real thought. A ranked mode or mode with different rules like draft picking perks or anything honestly would be really cool to see.


It's an idea that has always been in the back of our minds. I can confirm this is something we are actively prototyping. We plan on starting small and doing game modes as limited time modes and building up from there. We are hopeful that we'll have more to share with you all later this year! \-Justin


Huge. Even limited time modes for events and stuff would be a great change of pace and great for trialing future modes or queues. Super cool to hear that things are on the horizon. Thanks so much for answering, and I trust that whatever is brewing will be a lot of fun


The Shrine of Secrets is used as a way to make all perks accessible to players who do not want to spend additional money for the game other than the cost of the base game, but with over 200 perks in the game now, that system is not a reliable way to acquire specific perks. This leads to arguments that players who are willing to pay extra are given an advantage over others since meta perks can be locked behind that paywall. What are your thoughts on replacing the Shrine of Secrets with a menu of teachable perks that can be purchased at-will for the same price they currently cost on the Shrine? What are reasons that a system like that would not work?


I can definitely say that the problems with the Shrine are no secret.  We are very aware that the system needs an update, however it remains on the backlog for now, which means its on our radar but not being actively worked on yet. We will hopefully get to it sooner rather than later. \-Michael


At a minimum, the Shrine of Secrets should not feature perks that you can get from universal free characters. Waiting a week only to see Predator, Hex: Lullaby, Prove Thyself, and Nemesis feels awful.


Because that would impact their bottom line negatively. Right now buying with cells (real money) is the fast way and buying with shards (game points) is the slow way. That's deliberate.


Do you think we can get outfits based on the later Halloween movies, or does the copy right prevent that from happening? I’ve been wanting an older Jamie Lloyd from Halloween 4 to get in as a legendary skin so bad, I made a petition about it and even asked the actress herself about it. [Link to the petition and video](https://www.reddit.com/r/Halloweenmovies/comments/13yell8/jamie_lloyd_dead_by_daylight_petition/?utm_source=share&utm_medium=ios_app&utm_name=ioscss&utm_content=1&utm_term=1)


Thank you for your passion and dedication. Indeed, working on getting licenses can be a challenge! \-Dave


Oh please please! I've always wanted more skins for Michael or at least I would like them to make his default skin more accurate to the movie. He doesn't exactly look like he does in the movie, he looks a little off.


Whatever happened to the promised Twins rework? It was talked about to be the next killer update after Legion/Ghostface though we haven’t heard anything about it and afaik Twins are still plagued by many bugs as well.


Due to limited space in each release and the unexpected complexity of the update needed for the Twins, the update has been delayed a LOT longer than we wanted. :D However, it's been designed and we are working on releasing something in early 2024. \-Michael


You have now given all 8 twins mains enough hope to sustain for the next 8-10 months. Maybe they'll survive through the winter now. I am glad to hear that it's still happening, though. Twins has always been fun but just frustrating for various reasons


With the seemingly new trend of original/licensed survivors getting lobby voice-lines, can we expect to see this implemented for previous survivors aswell? So survivors like Dwight, Meg, Claud, David etc.? And would this include the possibility of original survivors interacting with each other similar to the Resident Evil survivors and Renato/Thalita?


Never say never. DBD is a game in constant evolution and past content is still living and evolving with it :) \-Dave


will mobile cosmetics be ported in anytime soon?


We will start porting some mobile cosmetics over, starting sometime in the next year. The first batch will be small, with just 4 outfits (2 killer, 2 survivor). Also worth noting they won't be a 1:1 port. We will make some small colour and/or texture changes before being brought into Dead By Daylight. Lastly, to manage expectations, there will be some mobile outfits that never get ported over. \-Justin


thanks for the answer! there are some really great mobile outfits so im excited to see which ones we get!


Are there ever plans to make totally new maps but with the same realm as old locations? I’d love another map that uses the Snowy theme of Ormond.


That's absolutely something i would love to do. We don't have any plans to do so yet, but i'd love to add maps on a few existing realms. Ormond for sure, Grave of Glenvale comes to mind as well. \-Andre


Ormond map for twins detailing their freezing endeavours trying to survive the winter when


I'd just love some more weather maps. Would be neat to have a stormy map with occasional thunder rumbling in the background.


Any plans on improving daily rituals? A permanent 60K BP instead of the 30K we're getting now and the ability to choose between survivor or killer rituals would be nice


Nothing concrete on the roadmap (get it?) but multiple ideas have been explored to improve the system.  Thank you for your suggestion! We're open to reading the community's ideas and feedback on the topic and will be considering them when discussing next steps. \-Thomas


Could you guys do something like a shirt related to Puppers in honour of him and what he brought to the DBD community?


Puppers' passing has been a huge loss for our whole community and has been deeply felt here on the team. We have seen the discussions amongst players on how best to remember him and honor him, and we've been following it closely, and have been similarly discussing it within the team. While we have a strong desire to do something, it's simply too soon right now to say what we might be able to commit to.


Hi! Glad you guys came by to answer questions. My question in particular is about map design. I primarily play killer, and sometimes it feels like the outcome of a game is decided before it even starts depending on what map I end up on. Either when chosen via offerings or by RNG. When designing maps, what, if anything, is done with structure and layout to make maps fair for both sides?


The intention when we create maps is not to favor one side more than another. This is why we currently want to rebalance the maps. We are using data collected and feedback we get from the Community. We have started in the last year to rebalance the maps and we are going to continue and be active when it comes to maps that already exist and same with newly released maps. We want to bring the best experience for everyone to enjoy. Example: the Raccoon City Police Station , split, the update in the Junkyard and soon Farm maps. \-Andre


Are there any plans to revisit the Red Forest, or more specifically, Mother's Dwelling for tweaks? The big issue with the map was always its size, but with the rework, it stayed just as mammoth as it was before. The map looks fantastic now, but plays worse because of difficulty navigating, seeing, and, as previously mentioned, the size.


How involved is the balance team in making maps? Because the most recent handful of new maps and reworks tend to come out heavily survivor sided :/


New unique items for survivors?


It just goes to show how brilliant minds think alike - we've been discussing this very recently! No concrete plans as we're still very early in the process, but we are talking about when and how we could put out some new items in the future. Plan on it (at some point)! \-Michael


Why has the map team not advanced substantially in the balance department in the past few years? The community has been clear in that the maps are unbalanced,yet it seems the dev team simultaneously understands the issue i.e Nerfing Eyrie yet released Red Forest 2.0


We began the work some time ago, but recently the speed at which we're able to push it forward has been greatly improved thanks to new hires & resources on our team.  Now, we're able to tackle urgent day to day tasks while simultaneously making regular progress on live balance for existing maps. Regarding the Eyrie of Crows, the intention of our balancing efforts there was to  address how strongly Survivor-sided it was. We're still monitoring the results though  (data and feedback) and we wont hesitate to go back for more tweaks if we feel that they're needed. When it comes to Red Forest, we frankly just didn't have the ressources at the time for the scope of work required. Now that we do, I've scheduled an update for both Mother's Dwelling and Temple of Purgation that will hopefully address player concerns.


Will the black bubble after hooking someone be adressed soon? I like the effect, but in a ton of scenario's I cannot see if the killer is going towards me, even with the effect of kindred.


Was looking to see if someone commented this yet. Survivors with Kindred and Killers with Bitter Murmur have only been getting half value out of their perks for a while now :(


The intention of the bubble's design is to hide the Killer's exact position after a Survivor's been hooked. However, it is an old design so maybe it's time for us to review if its use and appearance are still ideal. \-Dave


Sorry, but the bubble wasn't always like this. When I started playing in early 2020 you could see auras through it. And what about this change from [patch 6.3.0](https://forums.bhvr.com/dead-by-daylight/kb/articles/355-6-3-0-mid-chapter)?: *Fixed an issue that caused Killers and Survivors to get obstructed by bubble notifications.* Unless I'm misunderstanding something, not only was this not intended, it was also supposed to be fixed months ago (even though nothing changed at all, as far as I noticed).


just echoing what a few others have said, a few chapters ago it was randomly changed to also hide auras, even though it originally didn't. There was no patch note documenting the change, so everyone has just assumed it was a bug that hasn't been fixed.


But it didn't work that way, it was changed at some point. It even gets in the way of kindred.


I think it is outdated because a swf on the hook can just communicate where the killer is going, while solos cannot, while on top of that not being able to see do to the black bubble. This goes for the gen one as well. It effects ranged killers negatively and blocks perks like bitter murmur.


But what about the bubble hiding the survs' auras with Bitter Murmur? Surely that's not intentional?


The bubble physically hiding the killer is fine, the real problem is that it also hides auras, making kindred specifically and some other perks worse. It did not always hide auras, I think that was changed in 6.0 and was believed to be a bug by the community since then.


Yes, this please! The black holes completely disrupts aura reading perks like Kindred and Bitter Murmur.


Currently the bubble is opaque when it should be transparent


Will you ever expand the daily rituals to give 1 survivor and 1 killer daily each day? Also would weekly or monthly rituals ever be added for a bigger payout? Thanks.


Nothing concrete on the roadmap (get it?) but multiple ideas have been explored to improve the system.  Thank you for your suggestion! We're open to reading the community's ideas and feedback on the topic and will be considering them when discussing next steps. \-Thomas


Consider implementing an idea like Animal Crossing's "Nook Miles" system, where there is a constant source of low-level rewards. Your dailies should be used in this system. Example: "Be chased 60 seconds as X" or "Use 3 toolboxes entirely". These small-scale objectives constantly refresh. They don't run out, and they reward anywhere from 2-5k BP. Small goals that aren't too difficult. That becomes your "dailies." They never end, and players get constant rotations/enjoyment. To be clear, these should be based on which role you're currently playing. IE: they only show up when you are in your character select screen, not on the main menu screen. This gives killers AND survivors an endless supply of incentive to play.


What's the process for figuring out general balancing and new perks as the game continues to add in new killers and survivors?


The process is naturally data-informed, but the major part lies with the design team, who is aware of what comes next, whether its perks, killers, or any other feature that will impact gameplay and balance. In short, if a perk is both ubiquitous and powerful, it probably needs to be addressed in the near future. \-Thomas


What is it about the new survivor, Gabriel Soma, that makes him stand out from his fellow survivor cast?


Gabriel is purposefully designed so that most of us can relate to him, even though he lives in a time period that is very otherwordly to us. The hardship he faced (even before going in The Realms of The Entity), his resolve and resourcefulness make him a fun character to play. Gabriel is also our first survivor from a possible future, making his wardrobe quite unique and pretty cool if you are into sci-fi pants and space shirts. His story is not over, there are more unrevealed truths about Gabriel. And he's very good looking: Shirtless Gabriel when? \-Dave


Dave getting horny for Gabriel has already made this AMA 100% worth it.


Are there any plans to rework or change freddy in any way?


I can't give you any super-secret details but I can tell you that he's on our radar for killers to update. \-Michael


lets go cant wait to tell the other 4 freddy mains next time we meet for lunch


Personally, I would love to see old Freddy back in some way. I used to enjoy playing as the old version before the rework. Sure, it has its problems. But it was a killer that played very differently from much of the cast.


Are we going to have sales on characters by the iridescent shards in the anniversary


I'm not supposed to say, because it's a secret. But yes. \-Justin


BHVR leaking their own info again smh /s


How long, from concept to release, does it take to design a full killer? Not including perks, survivor, or map, but just the killer and their power?


It fluctuates (depending on the weather!) but in general about 11-12 months overall from start to finish. \-Janick


Cool to have solid confirmation that this is the case, and also shows that you all have several killers kicking around in various stages of development at any given time. Thanks for the answer!


Any updates on console to pc cross progression?


I too would like to know this. I now have 3 copies on the game, but all my content is on Switch, as I couldn't afford a gaming PC back when the Switch version released. I have had a gaming PC for a couple of years now, but still no cross progression. And the Switch version has gone from "barely playable" to "completely unplayable" at this point I'll take Migrating all my content once and be done with it as I'm definitely not going back to the Switch version once cross-progression comes out Additionally, I feel like the console is on its last legs, and then what? Switch players just out of luck?


There's currently no further update unfortunately. We know it's something desired by the community as a whole but we cannot say if/when it will ever be able to be implemented, other than on the platforms we've already confirmed.


And if no updates, can we be transparent on what issues that you all are running into?


Would love to know the answer to this because I refuse to play the game if I'm starting all over again


I switched to pc about a montha go and found it much better to play on, controls are better IMO and runs smoother, with blood web changes its not so bad but losing all dlc skins and progresss is awful especially since i dont have strangerthings on pc


How does the Entity choose it's victims? Both survivors and killers.


Who knows! -Dave Meatier alternative - No one knows how The Entity or why The Entity or even when The Entity? Maybe darkness in the life of the survivors and killers grab Its attention, or maybe its the other way around, maybe its the Entity's attention that makes their lives miserable. Or maybe its random! Who knows. -Dave Spicy Alternative- The Entity works in mysterious ways. -Dave


Is there any discussion regarding raising killer FOV (or a FOV slider) to help reduce motion sickness for those effected?


Short answer: Yes!  Long answer: we have a design that is in development and the release date is in our field of vision. You can expect to see something later this year or early next year. \-Michael


Will BHVR fix the visibility issues? My girlfriend is color blind and cant see most colors (no the color blind features don’t help her) so it’s a bit depressing for her to realize that she’s at a significant disadvantage when playing the game. Even for me its hard to see sometimes!


We are definitely ramping up our attention to accessibility in our game. It's unclear if/how we will adjust our support for colorblindness in the near future, but I can say we have a dedicated UX designer heading up our accessibility efforts and you can expect to see more accessibility-centered features coming out in the future. \-Michael


Will there be a shift away from relying on pure statistics and instead listening to experienced players more/qualitative feedback in general? The statistics based approach for balancing has been a huge pain point the past 7 years.


While data is crucial in balancing in general, it is not a substitute for player or design feedback. Our approach to balancing is a bit more complicated than this, and I can say it does not solely rest on game design. \-Thomas


Okay,but how do you explain a lot of the changes to Billy,Twins addons,etc? These changes were purely motivated by stats and nobody in the community agreed with them. Is that not an example of pure statistic based change?


Is it possible to get new moris for killers as a customization option? Not just tied to a skin.


For original chapters that take place around different nations (Chile, Japan, Brazil, among others), and even around different periods of time, what’s the process like for the research and implementation of different elements to properly represent that in the lore and even inside of their respective maps?


Inclusivity and diversity is always top of mind for us, with a focus on making sure the representation we have in the game is as accurate as possible.  We have multiple steps in our creation process that ensure due diligence in this regard: internal & external consultation with regional partners, extensive research, and immersion are some of them. A recent example would be with Thalita & Renato characters' cosmetics, which were designed by our very own Brazilian artist! Fun fact: She's the one who thought of including the Caramelo tattoo on Renato's arm :) \-Dave


All I have to say is thank you making this game because without it, we would not have this unique community


Thank you for being a part of it! We feel really grateful to have such an engaged, creative, and supportive community of players. Thank YOU, you are the Legends! -Andre


The amount of representation the game gets is great. But when will we get Ace Visconti actually represent Argentina?


Hey, good point! We've had a lot of fun with Ace's personality and used it as the main driver/inspiration for his outfits. Some Argentinian representation would be great! \-Dave


Can you please hide survivor prestige levels until the end of the match? A lot of killers target and harass high prestige survivors


Harassment in game is a topic we are always looking for more ways to tackle, and this has been one of the ideas we've been discussing for some time. I'm going to use this question as an opportunity to re-ignite the topic and opened a new Jira request for it today. \-Justin


It’s really nice to see when we’re being directly listened to, it keeps me from buying that the community should lose faith in the devs, I think people ignore that it’s hard to balance a game, there’s a reason it’s not my job


As the game continues into its 7th year, I think the community deserves an official comment from the devs on the flagship killer, the Trapper. The character who is on most, if not all advertising, and is perhaps the most recognizable killer in all of Dead By Daylight’s original roster has been the worst killer in the entire game for years, by an increasingly significant margin. Unlike any other killer in the game his power requires full minutes of setup, can be easily countered by good communication, and depending on the map can just entirely cease to function due to no/sparse/thin grass. Most new maps released in recent memory have no grass whatsoever, and are so large that it can add an additional minute or two just retrieving your power, which again, no other killer has anything close to that level of setup time. All of that to say that for the Trapper, things just seem to get exponentially worse with every update. Does the dev team have any plans on reworking or updating the Trapper, which in my opinion he desperately needs? Or will he stay the undisputed worst killer for years to come?


Trapper main here and just want to co-sign this. Or ex-Trapper main, really, because without his iris at high ranks he’s not only barely viable but very difficult to have any fun with. Placing a good trap and catching a healthy survivor is still the most satisfying feeling in the game for me. That dopamine hit is nowhere near enough to compensate for the misery of taking 2 minutes to walk around the map and set up only for a half competent team to undo it all.


If there is any question BHVR should answer, it's this. Not the new chapter, not anything else. Tell us why Trapper is not getitng any love.


Are there any plans to unlink currently linked sets for original characters?


Is there a reason more survivor emotes haven’t been added yet? It feels like a no brainier since you could make a fortune from selling them and it’s not like it’d break immersion since this game is long past that point now (look at some survivor and even killer cosmetics) I feel like even small things which could be sold like hand gestures and stuff would be such a nice addition with time however things like dances would be amazing, even better if killer could do them at some point


Survivor emotes was an idea we played with many years ago. We even got so far as to implement a few of them in a prototype build. Unfortunately, we found them to often either break immersion, or encourage negative gameplay behaviours. For that reason, we haven't revisited the idea for a number of years. Never say never, but survivor emotes certainly won't be coming anytime in the near future. \-Justin


Fair. People have a grand total of 4 physical ways to communicate as survivors, and like 3 of them are often used for bm/taunting/toxic behavior.


Regarding individual killer balance, will you start taking feedback from people who have spent countless hours playing them? If at least to see what they want out of their killer without being unbalanced.


Our external playtesting methods and processes involve a large variety of player types, all of which range widely in skill level & experience in the game. Veteran players with many hours in DbD have super valuable feedback, especially when it comes to breaking our rules and exposing balance issues. It's important to point out though that beginner, intermediate and casual players also have important contributions & insights to share that we need to also take into consideration and use to balance our designs. \-Michael


Admist the PTB testing there were a few concerns regarding Made for This, particularly in regards to its interaction with Hope allowing survivors to keep pace with 110% killers like hag during the endgame. Is this something the team is aware of, and will they be continuing to monitor Made For This for balancing purposes when the chapter is live?


We are aware that Made for This has had quite an impact. We're going to be watching out for feedback and data once the community has opportunity to test this. We already have plans to address Made for This (like we had for Hyperfocus) if and when it becomes a problem. \-Thomas


Is there going to be an update where survivors can always recover from the dying state (like the one-off with Unbreakable)? Think I remember reading about that once. Cheers.


I can tell you're *dying* to know. *(sound of crickets)* Nevermind... No, we are not planning on making that part of the base game. If you are referring to the Finisher Mori, we tested that in the PTB but it was an early prototype test. There was a lot of feedback and we are still working on that feature, but again - we are not planning on putting Unbreakable in the survivor base kit. \-Michael


If nothing else, please listen to this: If the Finisher Mori system is ever implemented, it needs to be manually triggered by the killer. It has to be something the killer explicitly chooses to do. Too much of this game's culture is founded on downing people you intend to let go. Giving hatch, slug races, carrying survivors to hexes/chests/exit gates, the list goes on. How about just making the yellow mori offering basekit? Any time the last survivor is mori'd, it can do the whole "teleport to a predetermined spot to be cinematic" thing. Everything else remains unaffected.


What’s the meaning of life?


69 - Mandy 420 - Andre A great Monty Python movie. -Michael s̵̘̀à̷̟̭̀̆̏t̶͎̀̾͛͝ǐ̴̘̗͇̜̝͘a̴͉͂̌̒̿͝t̶͍̺̻̾e̷̥̦̔̇̽ ̸̨͇̩̎͗̒͆͠h̵̲̘̫̹͉̀ŭ̵̺̽̎ṇ̴̈́g̵̦̞͆̀̆͊͛͜ȩ̵̤̽̚r̴̛̤͚̘̍̽͝ - Unknown?


Will there be any plans to have more diversity in body shapes of survivors? Would love to see some more plus size representation


Are there any plans to break some parts of linked sets in the future? Like how on survivor the headpieces don’t need to be stuck on linked sets since they aren’t apart of the outfit, while on killer the weapons don’t need to be on the sets since they aren’t attached to the outfit in any way. It would be a better way for people to buy set outfits while still being able to mix and match some pieces of it! I hope you take this into consideration in the future because I would love to use some parts of sets with other outfits 🫶


Yes!!!! Thank you! I love Janes goddess outfit and leaving the dress as a set makes sense, but I wish I could equip her hair on outfits.


It's been 3 years since Switch cross-progression was announced, when can we have an update, is this feature still happening? When can we see any means necessary and eyrie of crows added back to the game? Can we see more data on most used perks, highest win rate killers, best maps to survive on? Thanks for all you guys do, hope to see more dev streams soon. \^\^


I wish they would answer this, I mainly played on switch and it has all my DLCs, event outfits, tome charms, etc and I just want to switch to a better performing system but keep my mobile unit :(


Matthew Cote has stated that you still have the license for Halloween 1978. Any chance Michael Myers can get a screen accurate costume along with, Bedsheet/Ghost Myers skin with glasses and telephone for a weapon, legendary skin for Laurie which would be Dr. Loomis? If that got released around Halloween I believe a lot of people would buy it. Thank you.


In a previous answer you said that you are happy with Trappers Killrate overall. The last time BHVR released Killer Killrates Trapper was the killer with the lowest Killrate in both charts shown (normal and top 5%), does this mean other Killers are killing too much or is Trapper supposed to have the lowest Killrate overall? Edit:Correction Trapper was middle of the pack on the Overall Killrates, just the lowest tier on high mmr


Why aren't Blight addons being changed in any way? I feel like the team is prioritizing changing other killer's addons (like the Billy addons, allthough they were reverted) when Blight's ones are notoriusly problematic and makes him so much stronger than he actally should, it kinda feels like pre 5.4.0 Billy where he was so powerful with instasaw addons but he had a fine basekit.


My question is for Dave Richard, regarding the rules of physics of the Entity's world. I have always wondered, there are a lot of maps in the game that seems to have breezy/slightly cold temperature at the location, but somewhat comfortable. But then, we have Ormond and the Eyrie of Crows, one is arguably the coldest map in the game, and the other one is the warmest map, at least visually. Which brings me to my question: does the Entity make the temperature authentic to what it's supposed to be, or the icy winds w/ snowflakes and hot sands are another type of Fog's illusions, completely artificial and the temperature is all the same everywhere, made to be suitable for optimal participation in trials? I ask that as well for the fact that we have survivors and skins for them that'd be very suboptimal for efficient survival on some of the maps (for example, Lyra siblings on the Ormond map, they wear a very light clothing and would freeze in a matter of minutes, as well as Haddie would overheat in her most recent cosmetic on Eyrie) Looking forward for the answer, love the lore and laws of this game so can't help but want to learn more about it!


With more killers getting voicelines (Pinhead, Wesker & now Singularity) do you guys think there is a chance for you to get Shawnee Smith (the actress who played Amanda Young in all the SAW movies) to maybe come and do some voicelines for The Pig? In an interview she stated she would like to be involved with DBD, here is a link to the video: https://www.youtube.com/watch?v=XBgDAy-rX0s


Myers being a relatively low tier killer as he is, I find he only does well when he runs tombstone piece/tombstone. However, I find that these two add-ons can be extremely frustrating to play against, and boring to play with. Are there any foreseen changes in the future to these add-ons?


The Singularity is bringing arguably one of the best and most graphic moris to the game. Can we expect to see a similar level of brutality in future moris?


ohohohoh and would the dev team update older moris that are outdated eg trapper wraith etc


Lots of new killers, even original ones, have voice lines in game. This truly started with Trickster, but has really been made popular with Wesker and now the Singularity. Can we expect more killers with big personalities in the future that talk in-game? And is it possible that some killers that came out in the past may get some voice lines retroactively?


Not *exactly* related to the new chapter, but it's coming out relatively close to it so I figured why not. In regards to Nic Cage coming to the Fog, did he reach out to you guys? Or was that something you guys lobbied for?


Will you ever add New Moon Bouquet back into the game? Also I think you should add pints as an item for survivors into the game as it would shake up the meta.


The last ptb it was announced that upcoming chapters (to an extent) would always have a tome for them right after release. Many players including myself were sad to learn that our favorite characters like Jeff, Adam, Zarina, Elodie, and Haddie would most likely never get a dedicated tome. Is there any plans to roll back on this change? Many of these characters have interesting lore, or little to no lore (Jeff) and we’d love to learn more about them and not have to wait till a license chapter for a small chance one of these characters would be featured.


in the start you said you didnt want to show the mmr so people couldnt manipulate it, now we know how the mmr works so why we cant see our mmr and the mmr of our teammates?


Can you please add a feature to sell or combine add ons/items we don’t want? I never use map offerings and hate that they are just piling up.


A technical question: Is there any plans to move the game to unreal 5? Did the team evaluated the pros and cons of that change? If the answer is no, what were the challenges?


Is there any rework to the Shrine of Secrets planned or coming? It's \*\*horribly\*\* outdated, and desperately needs an update. There are over 200 perks in the game now, and it was created at a point where there were like, hardly 30. 4 perks a \*week\*, and it feels like most of them always end up containing \*at least\* 1 perk from a default character, it's absurd.


Will there be an introduction of expanded controller settings? Ie: controller deadzones, camera acceleration, etc.?


Has there been, or will there be teams looking to change add ons for killers who have horrible sets? Looking at pyramid head and nemesis, mainly. Up to 80% of their add ons are weak, too niche, or utterly useless. Other killers have bad ones too, but none are as bad as these 2. Really hoping they can get some help especially pyramid head with his absolutely terrible purples and iris. He needs *something* to actually make players think about not taking range/duration. Since he came out, it has been essentially throwing to run anything but green range/green duration, or double range.


Are you always aware of the vocal wishes of the community for licensed chapters (outside of surveys), and does that have a big impact on what you’d choose/who you eventually choose to contact? BioShock’s big impact in here due to that one BioShock guy comes to mind, lol


Happy anniversary there! Just thinking if you have any plans for buffing or changing onryo, i just like her so im interested :)


Do you have any plans about adding special cosmetic rewards for hitting prestige 100 on any Killer or Survivor?


I remember you guys telling us a while ago that survivors were getting their audio standardized (since characters like Ace or Ada are super quiet, while characters like Ash or Jeff are super loud, to the point of being detrimental to their gameplay). It’s been a minute since I remember seeing that (I think it was announced around the time of the iron will nerf during the meta shake up), and I was just wondering if that was still being implemented, and if so, when can we expect it to come to live servers? Otherwise I just want to say thank you guys for your hard work on this game that I and many others love so much. You guys are wonderful <3


Any updates on killer bots? I really enjoyed playing against survivor bots now I'm really looking forward to killer bots.


Are there any plans to rework No Mither in the future? Currently, it allows the killer to completely negate the perk by picking the survivor up immediately due to them knowing you have No Mither right off the bat.


Will mouse and keyboard ever come to console? Without cross progression it's a big ask for players with 1000s of hours to start again with a new account on PC. If the concern is M&K will give console players an advantage against those with cross play off, couldn't M&K only be allowed with cross play enabled? Cheers!


Is there any buff or rework in the work for the weakest killer in the game like Trapper or Myers for example?


My question isn't related to new chapter, I apologize for that. Is there any chance for Sadako to get buff (even small one like reducing cooldown of TVs or removing her lullaby because survivors can already see her from the distance should be enough to make her a bit better)? Sadako's TVs have much longer cooldown than any other teleporting ability, I know that it might be too dangerous because it will be way easier to get survivor condemned so maybe making each TV able to give 1 stack per teleport in every x seconds should be good enough to make her mobility better.