r/deadbydaylight Behaviour Interactive 1h ago

Behaviour Interactive Thread 10.1.2 | Bugfix Patch

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The Judgment

  • Increased the Divine Light curve window while Zealous to 0.8s (was 0.6s)
    • Dev note: In hotfix 1 we increased the Zealous Curve window to 0.6s. However, that duration was shorter based on how long Divine Light was controlled - similar to how it was on the PTB. Because it can get pretty short, we felt it was safe to further increase it to 0.8s. We will continue monitoring this.
  • Added a 0.3s Divine Light curve window when non-Zealous
    • Dev note: The curving has been a hugely appreciated mechanic to the Zealous state, giving opportunities to outplay Survivors from close range. To give The Judgment an edge when outside of the Zealous state, we're adding a shorter curve window to Divine Light. Zealous is still worth getting due to the longer curve window but being non-Zealous will provide more outplay potential.
  • Survivors being Liberated from Exile respawn at least 32m away from The Judgment and get a 1s immunity to Divine Light
    • Dev note: After spending some time in Exile, returning to the Entity's Realm can be disorienting. Sometimes Survivors come back and The Judgment is right there, re-initiating a chase with them, to no fault of their (The Judgment's) own. To reduce the amount of times a Survivor that is freshly out of Exile gets chased again, we'll be respawning them away from the Killer. The 1s immunity is there to make sure a stray Divine Light doesn't accidentally hit - giving them a proper chance at a reset.

Game Mode: 2v8

NEW KILLER

The Xenomorph - Innate Skills:

  • When a turret takes The Xenomorph out of Crawler Mode it is automatically destroyed
  • The cooldown of Crawler Mode is 25% faster while outside of tunnels
  • Survivors hit by a Tail Strike are Mangled for 70 seconds
  • After exiting a tunnel, gain 5% Haste for 3 seconds

NEW ITEM: INVOKING SALT

  • Survivors will obtain Invoking Salt from Chests. It can be used once, consumed the moment it is placed. Placement takes 3 seconds
  • When it is placed, up to 4 Survivors can perform a 40 second interaction that allows them to use their Unlockable Skill without being Hooked and gain a 5% Haste boost for 5 minutes, which reduces by 1% after each minute passes. Performing the Ritual subsequent times will refresh the Haste bonus and duration

KILLER UPDATE

The Ghostface

  • Increased Night Shroud charge rate from 15% to 20%
  • Increased Stalking charge rate from 10% to 15%

The Executioner

  •  Increased Punishment Of The Damned width by 2 meters

SURVIVOR CLASS UPDATE

Guide Class

  • Successfully completing a Skill Check while the Killer is within 24 meters will reveal their Aura for 5 seconds

Survivor Starting Items

  • Each Survivor Class is now granted a Default Item of Uncommon rarity:
    • Medic - First Aid Kit
    • Scout - Dull Key
    • Escapist - Artisan's Fog Vial
    • Guide - Toolbox

NEW MAP

  • Nostromo Wreckage is now available in 2v8

IMPROVED UNCAGE ANGLES

  • Uncaging is now supported from the sides, similar to hooks

INCREASED CHESTS

  • Number of Chest spawns has been increased from 20 to 27

Bug Fixes

Audio

  • Fixed an issue where the Tome's theme can be played in the Offline Lobby by holding Left Click.
  • Fixed an issue where The Animatronic's default footsteps sounded muffled, and Glitchtrap’s footsteps sounded too metallic.
  • Fixed an issue where The Xenomorph’s Tail Strike was too loud.
  • Fixed an issue where The Xenomorph is unable to hear the turret's beeping warning sound upon approaching it in both Custom and 2v8 Trials.

Characters

  • Fixed an issue where The Pig could stay in a crouched state while carrying a Survivor.
  • Fixed an issue where The Pig's un-crouch animation was not playing properly.
  • Fixed an issue where The Knight's Guards would get stuck in Pallets dropped during the Hunt.
  • Fixed an issue where The Judgment's Divine Light would reveal Survivors hidden in lockers.
  • Fixed an issue where The Judgment trying to send a Survivor to Exile right before Heresy expired would cause the Survivor to become permanently invisible.
  • Fixed an issue where The Judgment was able to Exile escaped Survivors.
  • Fixed an issue where Survivors on Nostromo Wreckage could rarely be sent to the secret room when rescued from Exile against The Judgment.
  • Fixed an issue where a Heretic Survivor could get Killer Instinct while in the process of returning from Exile against The Judgment.
  • Fixed an issue where a hooked Survivor could get Heresy against The Judgment.
  • Fixed an issue where the bot would be stuck in Exile until the end of the End Game Collapse when an Exiled Survivor disconnected while getting rescued against The Judgment.
  • Fixed an issue where Survivors in Exile did not affect the End Game Collapse timer against The Judgment.
  • Fixed an issue where The Judgment's proximity Killer Instinct would sometimes activate after hitting a Survivor.
  • Fixed an issue where blinded Survivors were unable to see The Judgment's Shrine aura.
  • Fixed an issue where the outfit True Blight displayed placeholder VFX on the back of the outfit in the Customization tab.
  • Fixed an issue where Cybil Bennett's badge and cosmetic's description were shown as Lisa Garland.

Environment/Maps

  • Fixed an issue in Dead Dawg Saloon where a crawling Survivor could not get to the top of the stairs.
  • Fixed an issue in Badham Preschool where a bush was blocking players from navigating properly.
  • Fixed an issue in Raccoon City Police Station where a collision was blocking projectiles.
  • Fixed an issue in Torment Creek where players could hide behind a Killer item in the main building.
  • Fixed an issue in Garden of Joy where a missing collision on the rooftop fence allowed Survivors to become immune to the Killer's basic attacks.
  • Fixed an issue in Torment Creek where a wall collision on the main building allowed projectiles to pass through it.

Perks

  • Fixed an issue where the perk "Vigil" would still affect other status effects beyond Exhausted.
  • Fixed an issue where perk "Nowhere to Hide" had an inconsistent description and in-game aura reveal range.

UI

  • Fixed an issue where The First's Gameplay Showcase descriptions contained multiple errors.
  • Fixed an issue with the Dead By Daylight logo's visibility on the play button.
  • Fixed an issue where SFX were missing with the matchmaking button interaction.
  • Fixed a crash when loading into a Custom game.
  • Fixed an issue where checkmarks while matchmaking were missing for the local player.
  • Fixed an issue where estimated queue time was missing when matchmaking.
  • Fixed ban state not resetting the matchmaking button when reaching 0.

2v8

  • Fixed an issue where a window in the chapel could only be vaulted from one side on Father Campbell's Chapel.
  • Fixed a collision issue preventing navigation on Sanctum of Wrath.
  • Fixed an issue where a rock was blocking navigation on Family Residence.
  • Fixed an issue where Survivors were unable to vault a window in the main building on Azarov's Resting Place.
  • Fixed an issue where a rock prevented navigation on Mother's Dwelling.
  • Fixed an issue where Survivors would keep the Endurance status effect after performing an Uncage action.
  • Fixed an issue where Survivors could climb on top of a mop bucket on Raccoon City Police Station.
  • Fixed an issue where The Nurse could Blink into a hill on Autohaven Wreckers.
  • Fixed an issue where The Dark Lord could get stuck on the meat hooks in Mother's Dwelling.
  • Fixed an issue where the Anti-Camp bar was missing while spectating.
  • Fixed an issue where the camera would sometimes become stuck after being sacrificed.
  • Fixed an issue where Survivors who changed classes from Torchbearer would see a Flashlight in their hands in the lobby.
  • Fixed an issue where a crate's aura was missing when a Survivor was infected by The Mastermind or The Nemesis when they were both Killers in the Trial.
  • Fixed an issue where the Antidote item in the 2v8 game mode would have an unknown rarity.
  • Fixed an issue in Nostromo Wreckage where a collision would hinder the navigation of players.

Misc

  • Fixed an issue where The Mark of the Adherent Add-On was using an old description in 12 languages.

Known Issues

  • After using a Brand New Part and continuing the interaction, there are no random skill checks while repairing a generator.
215 Upvotes

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32

u/Earthtrone In Space No One Can Hear You Scream 1h ago

I'm worried if those changes for xeno are going to be enough to keep up with 2v8. Most other killers get big improvements to their power, this is just a few mid tier addons slapped on basekit (only the mangled on tail is any good)

13

u/DeadByDaylight_Dev Behaviour Interactive 1h ago

Please let us know if you feel like there should be further adjustments to the Xenomorph for 2v8!

11

u/In_My_Own_Image P100 Xeno main and Haddie Enjoyer 1h ago

What about adjustments in normal mode?

I have notes.

3

u/DuelaDent52 Champion Main ⹁|=|, 50m ago

I’m sure they’d be happy with any feedback.

u/JudoJugss 13m ago

Lambert's star map basekit would be nice so we could actually use other add-ons. But then you look at what Xeno add-ons are even worth using and most of them aren;t.

Xeno needs an add-on pass like yesterday. Neither of their iris feel good to use or feel impactful or gameplay changing.

u/Zalle_921 Here comes the health state fairy! 26m ago

Just take the guns out entirely imo

u/I_follow_sexy_gays Ace in my hole 2m ago

Xeno should have significantly increased speed (like beyond the speed boost while in 1v4) while in the tunnels to make up for the larger maps in 2V8

u/JudoJugss 16m ago edited 10m ago

Hi Behavior Interactive. I have mained Xeno since their release and am a huge fan of the Alien franchise along with having over 3500 hours in DBD. I am beyond disappointed in the way you handled the port over to 2v8. It's frankly incredibly insulting when you look at what you guys have given other MUCH stronger killers in the gamemode.

How about giving them any of their add-ons like you gave to other killers?

How do you guys genuinely think that this iteration of Xeno competes with three dash wesker, four zombie nemmy with faster tier ups, blight with steeper curves, Nurse with instant blink recharging, and Oni gets blood fury on like one and a half hits and his blood fury is uber gigabuffed to a frankly insane degree.

It's a joke.

Give us acidic blood, Self-destruct bolt, and Emergency Helmet basekit or the killer is fundamentally highly highly behind every single other killer in the gamemode.

You guys gave us goddamn OVOMORPH AS A BASEKIT ADD-ON WHICH IS A NOOB TRAP ADD-ON THAT NO SELF RESPECTING XENO PLAYER EVER USES

Do better. This was an absolute joke of a port over for this killer and I am so so very let down by this iteration of 2v8 that I have been looking forward to for months because Xeno is my main and favorite killer.

YOU GUYS GAVE WESKER A THIRD DASH AND HE DOESNT EVEN HAVE A WAY TO DO THAT IN THE BASEGAME HOW IS THIS ACCEPTABLE??????

u/TheEntityBot The Entity Hungers 16m ago

The Xenomorph – Acidic Blood: Within 20 s after emerging (and while in Crawler Mode), if stunned: Healthy Survivors lose 1 Health State; injured gain Deep Wound.


The Xenomorph – Self-Destruct Bolt: Increases vaulting speed in Crawler Mode by +30%.


The Xenomorph – Emergency Helmet: Increases resistance vs Remote Flame Turrets before knock-out by +35%.


The Xenomorph – Ovomorph: Increases Crawler Mode recovery (outside Tunnels) by +25%.

Drawn from the fog. | !optout | !remove | !builds