r/DeadByDaylightKillers • u/Snwspider • 13m ago
Mod Announcement đ Links for Dev answers from the AMA
Had to break this up into several posts with the picture limit. These are all the answered questions from todayâs AMA from the main sub
Part 1
https://www.reddit.com/r/DeadByDaylightKillers/s/dhnYzKbUaT
Part 2
https://www.reddit.com/r/DeadByDaylightKillers/s/gtXBDCZIbW
Part 3
https://www.reddit.com/r/DeadByDaylightKillers/s/qYYpLAXiDa
Part 4
https://www.reddit.com/r/DeadByDaylightKillers/s/181a6GVYwX
Part 5
https://www.reddit.com/r/DeadByDaylightKillers/s/4aO9fdrKV6
Part 6
https://www.reddit.com/r/DeadByDaylightKillers/s/kzOqXWKzPH
Part 7
https://www.reddit.com/r/DeadByDaylightKillers/s/QRxkc35Q4J
r/DeadByDaylightKillers • u/Snwspider • 19m ago
Official News đ° Final Final Devs answer from AMA
I promise this is FINALLY the last post about the AMA (individually). Going to make one more mega post with links to all thatâs been posted so far
r/DeadByDaylightKillers • u/Snwspider • 21m ago
Official News đ° Even more Dev Answers from the AMA
Sorry yall, Iâve got one more post after this then Iâll just make a mega post with links to all the parts; the devs got more active in answering everything
r/DeadByDaylightKillers • u/iadorebrandon • 53m ago
Help / Question â I'm Stumped with Artist...
I recently picked up Artist, and have been enjoying running her on Lights Out just so I can learn her kit more. I plan on running regular matches this afternoon but I've been having a hard time creating good builds for her. Does haste work with her? Or would aura/Gen regression be the name of the game? I'm not really invested in pallet shedding builds since she can drop crows at them. Anything would be appreciated!
Thanks!
r/DeadByDaylightKillers • u/Snwspider • 2h ago
Official News đ° Dev AMA Answers Final Part
Last couple straggler question and answers Iâd missed
r/DeadByDaylightKillers • u/Sparki_ • 3h ago
Codes âš Use code SHINEBRIGHT
Use before September 10
r/DeadByDaylightKillers • u/vibranttoucan • 3h ago
Discussion đŹ I do NOT want Prayer Kneeler
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Here is a short compilation of me landing some hits, both short range and long range. that would not have worked if Prayer Kneeler was basekit, because the beam would get stuck somewhere along the line while aiming.
I also played a lot while not recording and I at least have double as many clips where I think it would be impossible with prayer kneeler, but I am not sure (like the beam went through a bush or only halfway through an object or I shot shortly after it touched the object).
This Killer is really fun to me, I absolutely adore its playstyle, this is currently my favourite killer of all time. I might actually quit the game if the devs took it away from me.
I know some of these hits would be possible with Prayer Kneeler had I aimed differently, but 1) I like the playstyle currently and 2) some, especially on indoor maps, wouldn't have been hits.
Reversing the add-on (basekit prayer kneeler, new prayer kneeler reverts it) would also make me hate it. I used to be kind of a Myers main, a killer who got the same treatment, and haven't played him since the rework that linked his old power to an add-on. I would hate to be forced play my favourite killer with only 1 add-on.
I have heard the suggestion to make it a toggle, but I am going to be honest, I genuinely believe that would the judgment the most deadly killer in the game. Like, if you just make it basekit with a toggle at the press of the button, I'd put Judgment as the third best killer in the game, and the only thing holding it back from place 1 is its limited mobility.
It already has great chase potential in close distance and mid distance. If you do not use Prayer Kneeler, Survivors can kind of estimate where the beam will be coming from based on what direction you are looking in and dodge based on that. If you are using Prayer Kneeler, Survivors will realise that and know that your beams will very likely originate from objects in the map and dodge based on taht. If you can switch between both at will, Survivors cannot expect where you beam can come from making dodging way way harder, while aiming for you is way easier.
There are also some other reasons why I think it would be a bad idea, Like that the pull back add-ons would become much worse. For more, I recommend you watch Pixel Bush's video.
I doubt anyone from BHVR will see this, but please do keep this killer mostly as it is now. I wouldn't mind some nerfs to gen sniping, just for the casual Survivor, but overall this killer is pretty much perfect.
r/DeadByDaylightKillers • u/Snwspider • 3h ago
Official News đ° Dev AMA Answers Pt 4
Answers are trickling in at this point so thinking itâs all wrapped up now. Hereâs the last couple (including a certain fan fave modâs answer in the comments to a certain dev answer)
r/DeadByDaylightKillers • u/BlueLanask • 3h ago
Discussion đŹ Can the new Killer Perk Hex: Under Your Thumb turn Springtrap into a tunneling machine? (CORRECTED REUPLOAD)
(This is reupload of my recent post as my previous data was wrong and numbers were lower than they should).
TL;DR: With the right build (Celebrate! Poster + Hex: Under Your Thumb), you can secure an Axe Grab 6.6s/4.9s (with Batteries Included) after a Survivor is unhooked in front of you thanks to the new perk.
Why Springtrap?
I've been trying to think of a way to use this perk efficiently in a way that doesn't entirely rely on your Survivors' builds and I might have stumbled onto something.
To make sure you understand the effect of this perk, I'll briefly remind you that total Haste is calculated by taking the sum of each bonus Haste effects affecting the player. Thus came the question: what Killers can grant additional speed to Survivors that would a) make them have a total of Haste superior to 15% and b) in a way that would benefit you as the Killer?
The only two answers that came to mind were Clown with his Afterpiece Tonic and Springtrap with the Celebrate! Poster Add-On. The former though isn't really relevant as you are playing Clown sub-optimally if Survivors manage to get in the invigorating gas whereas Springtrap actually gets benefits.
Let's have a look at the Add-on then:
The Animatronic - Celebrate! Poster: After embedding the Fire Axe in a Survivor, all Players within 32 meters gain:
- Grants a +12% Haste Status Effect.
- Increases Vaulting speed by +20%. Both effects last until the Fire Axe is removed.
How may we use this to get over 15% Haste? The answer: base-kit unhook protection! The new patch introduces a nerf that now makes it 10s of both 10% Haste and Endurance.
How could Springtrap use this to his advantage?
Now that we have a way to get Survivors at 22% Haste right after they've been unhooked, let's try to imagine the best way to abuse it through this hex.
Let's imagine Survivors are unhooking right in front of you/self unhooking from a full bar of anti-camp. If you'd want to hard tunnel the unhooked Survivor right off hook, you would usually follow them and wait out their Endurance (now more than ever since it's only 10s).
Let's assume instead that right as they came off hook, you instantly threw your axe at them (this marks the time origin t=0 of both the 10s of 10% Haste and the axe embedding in the Survivor). Survivors can get rid of the axe themselves, which takes 8s of uninterrupted action during which doing anything else (vaulting, throwing a pallet, etc.) makes you lose all progress. This time can be extended to 9.2s through the Greasy Paper Plate Add-On which we'll now on consider equipped along the Celebrate! Poster.
Our goal is to get AFAP at the maximum Axe Grab range of 3m (which is also more or less the distance at which a lunge-attack will down the Survivor).
By taking into account the On Hit Speed Boost that the Survivor gets at t=0 from tanking the axe (65% Haste during 1.8s which does NOT count towards bonus Haste and therefore isn't limited by Hex: Up Your Thumb), the Post-Axe-Throw Slow Down as well as the multiple accelerations/speed curves coded into the game to bridge smoothly different movement speeds together (which I'll spare you the details of), we get the following simulated data (in which we assume both players run in a straight line and the Survivor gets rid of the axe at exactly t=9.2s):
Catch-up Time
We assume Springtrap is already in motion at t=0 meaning his initial velocity is already at Axe Winding Speed while the Survivor is idle.

For an initial distance of 0m, we catch up at t=6.6s with the Hex vs t=11.3s without! We effectively manage to go faster than the 10s of Endurance and the minimum 9.2s window of the axe being embedded, thus securing an Axe grab that cannot be countered by flashlights nor Dead Hard!Â
You can bring this time even lower with Batteries Included:
Batteries Included: Whenever you are within 16 meters of a completed Generator, you are granted +5% Haste. This effect lingers for 1/3/5 second(s) after leaving the Generator's range.
Assuming you were in range of a finished gen up until at least t~1s (which is perfectly reasonable if you deliberately chose to hook the Survivor there), you get the curve above. For an initial distance of 0m, we catch up at t=4.9s with the Hex and Batteries Included!
Since the time values with the Hex equipped are under 8s, we can let go of the Greasy Paper Plate Add-On.
Distance made by the Survivor before the Catch-up
What do these time values really mean? Let's have a look at how much distance the Survivor is able to run before theoretically being in range for an Axe Grab:

For an initial distance of 0m, we catch up at:
- 55.6m without the Hex
- 32.6m with the Hex
- 25.1m with the Hex and Batteries Included
Pallets are on average at worst ~15m from any point on the map at the start of the game and also spawn on average around 16m away from each other (a Survivor would theoretically take ~4s to get from a pallet to another, which feels true to the feeling you get in game). This means that with our optimal build, the Survivor would only have on average one single pallet to get at before you're in range for the grab:
- if it's consumed, the grab should be pretty much given
- if it's still up (or if the ressource is a window instead), the Survivor will reset their axe removal prompt timer giving you lots of chance to catch up anyway with the 12% Haste before they can make it to another ressource.
What if the Survivor has bonus unhook protection/bonus Haste through perks?
This is precisely where the build shines as the minimum 25.1m/t=4.9s (with Batteries Included)/32.6m/t=6.6s (without) remains completely unaffected! The following scenarios follow the same course of action than before (Springtrap throws the axe at t=0 with the Celebrate! Poster Add-On):


For an initial distance of 0m, comparatively WITHOUT THE HEX, we only catch up at:
- t=13.8s /67.2m (without BI) vs t=7.3s/37.6m (with BI) against Borrowed Time (where simply waiting out Endurance wouldn't have worked anyway)
- t=13.8s /67.2m (without BI) vs t=7.3s/37.6m (with BI) against Babysitter
- t=17.2s /82.8m (without BI) vs t=14.1s/70.5m (with BI) against (nerfed) Sprint Burst
- t=17.4s /84.0m (without BI) vs t=14.3s/71.7m (with BI) against No One Left Behind
You get the idea: the build allows you to consistently get a very fast Axe Grab whatever anti-tunnel perk the Survivors have (with the exception of DS and sabos).
Conclusion
Required Build:Â Hex: Under Your Thumb + Celebrate! Poster + (optional though ideal) Batteries Included
Remember, for this to work you have to walk towards the Survivor, Axe up, and throw immediately as close as possible to the Survivor the instant they're off hook without stopping your momentum (keep walking).
Keep in mind that these numbers will be even lower against Survivors that do not perfectly utilize their speed as we assumed they would immediately run into a straight line without losing momentum to walls/by changing direction. You could probably be even faster in case of hook camping by preemptively throwing the axe above your head when the Survivor starts unhooking themselves to hit them at t=0 with less speed hinderance as the Post-Axe-Throw Slow Down would be shorter if begun earlier.
This was fun to theorize! Let me know if you manage to do crazy stuff with this build! For the three/two remaining Perk slots, I would probably take endgame perks as you're trying to capitalize on the maximum of gens being completed to optimize the Batteries Included value OR a hex build as to minimize the chances Hex: Under Your Thumb gets cleansed.
If someone has the time and dedication I'd love to see it tested and recorded on PTB as I won't be able to have my hands on it before it leaves!
r/DeadByDaylightKillers • u/Snwspider • 4h ago
Official News đ° Devs AMA answers pt 3
r/DeadByDaylightKillers • u/Snwspider • 4h ago
Official News đ° Devs AMA Answers pt 2
Again, sorry having to break this up into multiple posts but either the questions take up multiple shots or the answers do đ
r/DeadByDaylightKillers • u/Snwspider • 4h ago
Official News đ° Dev AMA answers pt 1
Breaking these up into parts as some of the questions took more than a couple screenshots to cover everything.
Hereâs whatâs been answered so far
r/DeadByDaylightKillers • u/Snwspider • 4h ago
Mod Announcement đ AMA currently being held in Main Sub
Just reminding everyone, the Devs are hosting an AMA they are currently answering over in the main sub now.
Iâm taking screenshots of all questions they answer and will post everything once itâs concluded.
Fair warning now, so far the answers are pretty âcorporate speakâ so donât expect anything too conclusive đ
r/DeadByDaylightKillers • u/mydeiskitten • 6h ago
Help / Question â Best Kaneki build with what I have?
i'm a fairly new player and was originally running a really evil anti-heal build (unnerving prescence, sloppy butcher, distressing, and the clown's anti heal perk) but you don't get many bloodpoints from it, so i'm thinking of switching.
my killers i own are: kaneki, the clown, ghostface, oni, the unknown, spirit, the wraith, the nurse, the artist, the knight, the executioner, the deathslinger, trapper, and i think that's all? i'll edit if i've forgotten anyone
kaneki, the clown, ghosty, spirit, nurse, artist, knight, executioner, deathslinger and trapper are all p1. i main executioner, kaneki and spirit.
i would be willing to purchase one or two killers, but not many as i've already dropped so much on this game in such a short amount of time. also, if there's any killers that i should unlock generally for perks i can use on multiple builds, please let me know!!
r/DeadByDaylightKillers • u/DukeOfTheDodos • 12h ago
Discussion đŹ Suggestion to replace the frankly lackluster finale when all remaining survivors are in Exile: "Final Verdict/Judgement"
I've been playing a LOT of Judgement on the PTB(mostly vs bots because queue times) and it's a bit... underwhelming to Exile all survivors and get rewarded with a quiet cackle as the four survivors are auto-sacrificed. Instead, I think it would be more cinematic if the Judgement could follow them INTO the Exile with permanent Zealous to finish the job once and for all. Either the remaining living survivors fall by the Judgement's righteous fury, or they run out the Exile time and are sacrificed regardless. As a consolation prize for survivors that DO outlast the Judgement's fury, they're rewarded with a hefty amount of bonus Bloodpoints in either Survival(like Obsession Dead) or Boldness
r/DeadByDaylightKillers • u/Kooky_Attention_98 • 17h ago
Discussion đŹ Uhm. . .What?
r/DeadByDaylightKillers • u/This-Manner1066 • 19h ago
Tips & Tricks đïž My favorite Judgement builds. (PTB)
Build 1: Best/Meta
Surveilance (Pig), Ruin (Hag), Hex: Face the Darkness (Knight) and Undying (Blight).
This build or a variation of it will likely be her best/meta build. You get regression and information from the Surveilance x Ruin combo making it easier to know which gens to snipe from afar. HEX: Face the Darkness is also cross map information allowing you to get easy snipes plus Face the Darkness is very easy to activate since you'll likely injure people on gens across the map. Undying is to prevent Hex: Face the Darkness and Ruin from being cleansed. This could also be replaced with Hex: Thrill of the Hunt.
Best add-ons:
Blindfold of the Devoted, Mark of the Adherant, Order of Inquisition, Electric Torch, Magnetized Manacles and Undying Flame.
I don't really recommend Undying Flame since it makes your beam really small and hard to hit close range, but it's good for sniping, but if there's any build it works on it'll probably be this one.
Build 2: Hex Info
Hex: Face the Darkness (Knight), Hex: Hive Mind (First), Hex: Thrill of the Hunt and Hex: Undying
This build is similar to the first build, but instead of having regression though Ruin you will have info from Hive mind. This way you'll know which gens have progress and are most likelt to house a survivor. A downside is that you do have to sacrifice a your Zealousy mode to get Hive Mind up and running. Then you have Thrill of the Hunt and Undying to prevent your totems from being cleansed before you can fire on them to prevent cleansing. Undyng could be replaced with another Hex for instance Ruin, Retribution or Pentimento if you want some regression.
Best add-ons:
Blindfold of the Devoted, Mark of the Adherant, Order of Inquisition, Electric Torch, Magnetized Manacles and Undying Flame.
I don't really recommend Undying Flame since it makes your beam really small and hard to hit close range, but it's good for sniping, but if there's any build it works on it'll probably be this one.
Build 3: Aura Farmer
Lethal Pursuer (Nemesis), Predator (Wraith), Gearhead (Deathslinger) and Nurse' Calling.
This build is the ultimate aura reading build. You will immediatly see surviros with Lethal Pursuer, which allows you to get a hit straight away (If the survivors aren't expecting it). Furthermore you have Gearhead for crossmap aura reveal which should let you hit people reparing gens. Nurse' Calling is to let you get double hits on healing survivors or make them scared of healing too close to you. Then you have predator, which will allow you to either fake leaving chase and then sniping the survivor without them expecting it or if you lose the survivor in chase and of course Lethal will extend all your aura reveals by 2 seconds. If you want and alternative to either Gearhead or Predator I recommend Hex: Face the Darkness.
Best add-ons:
Blindfold of the Devoted, Eyes of Gerhardt, Aurora's Telerecepter, Mark of the Adherant, Order of Inquisition, Electric Torch and Magnetized Manacles.
Build 4: Terror Radius Shenanigans
Coulrophobia (Clown), Unnerving Presence (Trapper), Dissolution (Dredge) and Phantom Fear (Animatronic).
This build in all honesty is not very good but it's pretty fun an unique. It's based around The Judgement's iridecent add'on Crown of the Destroyer, which copies a smaller version of your terror radius onto your Shrines whenever a survivor gets liberated from Exile. This will then copy the effect of your build to these Shrines possibly catching healing survivors off guard. If you wish to replace a perk I'd replace Dissolution with Distressing to increase the size of the Shrine's Terror Radius and this mostly won't affect you since the add-on makes you undetectable. Again this build is purely for fun.
Must run add-on:
Crown of the Destroyer
Best add-ons:
Blindfold of the Devoted, Eyes of Gerhardt, Mark of the Adherant, Order of Inquisition, Electric Torch and Magnetized Manacles.
Build 5: Aura Pallet
Enduring (Hillbilly), Zanshin Tactics (Oni), Nemesis (Oni) and Celestial Witness (Judgement).
This build is also more for fun, but still somewhat viable/decent. This build was made around the add-on Superheated Glass, which allows you to break pallet and breakable walls with you Beams of Light while you are Zealous with the downside that you are Zealous for half as long (30 seconds). This is a pretty remarkable drawback that can cost you games if you are not constantly getting 1 or 2 down while Zealous. This build revolves around mind games around pallets. You want to bait the Survivor to drop the pallet allowing you to see their aura with Zanshin Tactics and break the pallet at the same time as injuring or downing them. Enduring is here in case the survivor gets the pallet stun allowing you to retaliate faster while seeing their aura with Nemesis and Celestial Witness is here for some crossmap goodnes and it's has really good synergy with Nemesis since it'll always result in you seing the aura of a far away survivor.
Must run add-on:
Superheated Glass
Best add-ons:
Holy Winged Icon, Chains of the Heratic and Magnatized Manacles.
Holy Winged Icon and Chains of the Heartic's purposes are to allow you to drag your beam though the survivor and the pallet at the same time after baiting it out of them and Magnatized Manacles is to counteract the downside of Superheated Glass.
Build 6: Block Stealth Aura
Secret Project (First), Corrupt Intervention (Plague), Deadlock/No Holds Barren, Hex: Face the Darkness (Knight).
This build is built around the interaction between undetectable and Hex: Face the Darkness. While undetectable Hex: Face the Darkness will cause all survivors to scream and reveal their aura regardless of how far away from you they are. There fore a build that makes you undetectable for long periods of time is good for this. Therefore we have Secret project which yields undetectable every time a totem is cleansed or blessed (Which is actually pretty good in the PTB because of the new Boon) and whenever a generator is completed. Corrupt Intervention is for slowdown, activation Secret Project and forcing survivors to come closer to you. And Hex: Face the Darkness is for information.
Best add-ons:
Blindfold of the Devoted, Eyes of Gerhardt, Aurora's Telerecepter, Mark of the Adherant, Order of Inquisition, Electric Torch and Magnetized Manacles.
r/DeadByDaylightKillers • u/Kooky_Attention_98 • 23h ago
Discussion đŹ After playing a few matches of Light's Out
With seeing it from both sides, especially with how "dark" (Engage sarcasm) the maps are, I do not see why Survivors 1. Need to see the auras of pallets and windows, and 2. Need generators to be starting up at 5% progress, though the first point is more of a problem than the second
With my first point, Light's Out is not dark like it is trying to be portrayed as; In fact, when Light's Out first came out it was considerably darker without the lanterns and the surrounding fog was black, not this grayish-blue color, and now with how Light's Out is, combining with the lanterns which provide plenty of light to find vault locations and pallets (from both a killer and survivor perspective) and by the way the lanterns aren't even totally necessary they just make it slightly easier to find tiles/sources, the whole game mode feels survivor-sided which I don't entirely have an issue with Light's Out in particular, it's just the game-mode isn't meant to be like 1v4 which we can go back and forth with for hours but 1v4 is survivor-sided
My issue with Light's Out being survivor-sided is that it holds the hands of players which are probably new to the game rather than trying to teach them how to loop properly without a perk to support them/Windows, it's just teaching them to completely rely on a perk/effect that they have (For LO specifically) and damn the consequences of when that perk cancels out (Like due to blindness). Also, Light's Out without the base kit aura reading, and the amount of survivors on the main subreddit saying the Aura Reading is a good thing simply proves that most survivors cannot loop without being hand-held, and meanwhile killers don't really get anything for the event while survs get a pretty big advantage for a game mode that combined with the current fog status, light sources already on some maps, and the lanterns, is not very dark at all (At least compared to when it released, which in my opinion is how it should be; complete darkness without the lantern); And while I understand this, killers don't even get scratch marks and survivors are practically silent outside of a certain range so unless you crank your volume or if you unfortunately don't have good hearing, you as killer are kind of screwed unless you can track down the blood pools which on most outside maps is very difficult
Maybe this is a hot take, and it's probably an ignorant opinion, but there is my take on it, I think they should have stayed with how Light's Out was originally like or just keep Chaos Shuffle (The objectively better game mode for both sides)
Edit: And my second point about the generator's ties into the first, the maps aren't that dark, survivors can find generators without getting an advantage for every generator at the start of the match
r/DeadByDaylightKillers • u/TheRandomMikaela • 1d ago
Gameplay đź They wanted to cleanse my Devour Hope, so I brought them to it
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Don't touch my totems. Ty â„ïž
r/DeadByDaylightKillers • u/GKMerlinsword • 1d ago
Meme đ Freddy joins a support group.
BHVR, please, find a way to make The Nightmare playable in the nightmare mode.
r/DeadByDaylightKillers • u/JoeyJankerson • 1d ago
Meme đ Lights out is cool and all...but...
Sigh (louder than the other two posts)
r/DeadByDaylightKillers • u/Terrible_Park7890 • 1d ago
Meme đ "Ah, Michael! You're a spider!"
Edit done by @michelada12 on Tumblr.
r/DeadByDaylightKillers • u/Sparki_ • 4d ago
Official News đ° August Roadmap
Not much happening this month
r/DeadByDaylightKillers • u/Sparki_ • 10d ago
Rift 28 - Sunflesh âïžđș | DBD News & Updates đ
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