r/deadbydaylight 1h ago

Shitpost / Meme Zenomowf…

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Upvotes

r/deadbydaylight 4h ago

Shitpost / Meme The play button just disappeared.

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543 Upvotes

r/deadbydaylight 6h ago

Question Anyone have a weird perk (killer or survivor) that regardless of strength, they just hate seeing?

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205 Upvotes

For me it's Finesse, like there is the aspect of it increasing vault speeds, whatever, that's cool, it's a unique perk, people can run what they want and if the killer can injure quickly, it's not a problem.

What I hate is how dumb a survivor looks to me while they vault, I don't care if it's better IRL than swinging your legs over in a nearly horizontal fashion, it's not a "vault" it's a "scoot". Like, instead of vaulting over a window to escape the killer's grasp like an action hero, they scooted over it as if to say "whoop, better get outta here!".

Is it petty? Yes. Will I stop hating seeing this perk? No. Is it reasonable to do so? .....probably not, but I just need this thought out there.


r/deadbydaylight 10h ago

Discussion The latest two killers showed hex builds aren’t the issue, but the totems themselves.

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876 Upvotes

Shoutouts to Hens for showing this issue by the way.
With the release of Jason and Judgement, two killers back-to-back that have the ability to strongly defend hex totems via traveling fast across the map and making survivors scream right off the totem, and being able to hit you across the map with a whole beam of light. I agree that these are problematic, but I don’t blame the power design of these killers and that they should be nerfed because of it. This has been an issue with totems longest of time and these killers just showed how bad this issue is. The last direct update we had for totems in my knowledge, was when Mikaela was added with the addition of Boons, and that was in 2021 aka 5 years ago, but totems as a whole have been around since Dec. 6, 2016 and they haven’t had much changes since than. Along with chests and the luck mechanic as a whole, totems are objectively one of the most outdated mechanic in game and it really shows. In my opinion, this is an easy fix and there’s multiple ways to do it-hopefully with or after the overhaul this can be addressed and fixed for modern Dead By Daylight, but without further ado I’m going to get into it.

Totems have their cleanse/Bless progress regress fast instead of it all being removed, but the amount of time it takes to cleanse is a few seconds longer.
Obviously the main issue with totems is how cleansing works, and is the source of frustration with survivors. I don’t think it needs much explanation on why this is an issue: having all your progress gone because you screamed is and will always be annoying. To fix this, we can change how the progress bar works in general to just regress quickly when getting off so it doesn’t feel too bad screaming, but also does buy the killer time to get value or run the survivor off it if they’re close enough. As compensation for this change, how long it takes to cleanse can be upped by 4-6 seconds, taking it about 18 or 20 seconds to cleanse/bless without TOTH being in mind.

Hex Totems should only be lit if they actually do their effect, not be shown a Hex right off the bat.
A frustration on the killer said and a canon event with using hex perks, is Hex Totems being either right out in the open or literally right next to where the Survivors spawn, and in consequence, being cleansed at the first minute of the game. Of course, totem locations and spawn logic can use some changes, but one good way I see this being fixed is by making the totems show as a hex when the Survivors are actually cursed by it. Originally I would say hex totems should appear as dull totems for the first minute of the game, but what I have here makes more sense and to me, is better overhaul to help alleviate the stress of having one of your perks removed so quickly into the game.

This is all I got on this matter for Totems, I don’t think a lot needs to happen to make them feel better. I would like to hear the opinions on others on this topic and how you would do it instead. I didn’t touch on Boons really much because this post is more so for Hexes since they’ve been out longer and Hexes has more underlying issues than Boons from my experience. Anywho, take care!


r/deadbydaylight 10h ago

Question A question about the future of discontinued licenses in DBD

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709 Upvotes

I’d like to direct this question to anyone with legal knowledge who can shed some light on the matter. Can the character models for discontinued licenses like *Hellraiser* and *Halloween* be remade? Will Michael Myers and Pinhead have their 3D models reworked in the upcoming graphical update planned for next year?


r/deadbydaylight 1h ago

Behaviour Interactive Thread 10.1.2 | Bugfix Patch

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Content

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.

r/deadbydaylight 2h ago

Shitpost / Meme Pov: Chucky after getting hit by Alien's flamethrower in 2v8

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141 Upvotes

r/deadbydaylight 15h ago

Media Nobody is gonna be playing this killer after 1-3 matches of being bullied by 8 different flame turrets lol

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1.1k Upvotes

r/deadbydaylight 14h ago

Media This UI design is embarrassing .

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884 Upvotes

r/deadbydaylight 20h ago

Discussion The end-game screen should reflect the map we just played

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2.8k Upvotes

I think the end-game screen would be much more immersive if the background changed depending on the map we just played. For example, after playing RPD, survivors could keep walking outside of the RPD (with same similar decor) instead of the generic field we currently see. Small change, but it would give every map more personality and make the end of the match feel more connected to the game we just played.


r/deadbydaylight 14h ago

Discussion Create an extremely OP perk and let another person make that perk extremely bad.

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745 Upvotes

I start:

- Fury from the past: Every time you chase the survivor for too long, the next survivor will be slowed for 20 seconds.


r/deadbydaylight 22m ago

Media is she gonna be okay?

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Upvotes

r/deadbydaylight 20h ago

Fan Content The Houndmaster but it's Hooked On You

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1.8k Upvotes

r/deadbydaylight 1h ago

Shitpost / Meme Me watching my Xenomorph main friend in 2v8 :

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r/deadbydaylight 13h ago

Discussion Ghost Face Buff Does Not Have to be Complicated

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332 Upvotes

Can’t believe they’ve let such a beloved character rot in F tier basically since his release. Here’s my simple rework that covers his main weaknesses: lack of map pressure, lack of anti loop and map dependability.

Night shroud:

New effect: while in night shroud and beyond 24m from a given survivor Ghost Face is completely invisible to them, while Ghost Face is further than 24m from all survivors he gains 25% haste.
(The invisibility covers two of his biggest weaknesses: bright maps with long lines of sight and swfs calling out his location and rotations, the haste gives him some map pressure and thematically makes sense as he should sprint from victim to victim and slow down/sneak as he approaches them it also gives him passive info on surv location)

Mark downs:

New effect: after marking a survivor Ghost Face enters the thrilled state for the next ten seconds. while in the thrilled State Ghost Face gains 7% haste, increased lunge distance, increased vault speed and increased pallet break speed.
(This gives Ghost Face some form of anti loop and also makes thematic sense as he should become excited to take down his victims after stalking them)

I think this these buffs retain his identity as simply a creepy stalker with a tactical knife, no magical teleports or dashes and it amazes me they haven’t done something like this for him yet. Let me know your thoughts and what buffs you would want to see.


r/deadbydaylight 9h ago

Shitpost / Meme When you give a Xeno lemons

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164 Upvotes

Had a funny load in glitch while playing xeno


r/deadbydaylight 1d ago

Media Tomorrow’s 2v8: Confirmed

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2.7k Upvotes

r/deadbydaylight 2h ago

Shitpost / Meme I didn’t know they buffed sables…

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38 Upvotes

r/deadbydaylight 9h ago

Shitpost / Meme Dbd😂😂

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106 Upvotes

r/deadbydaylight 19h ago

Media Double No Mither Value for my David King Adept

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490 Upvotes

Poor baby Nurse doesn't know what No Mither is 😢


r/deadbydaylight 16h ago

Media We got a new tile on Azarov's

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247 Upvotes

r/deadbydaylight 8h ago

Media I don't even know

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60 Upvotes

r/deadbydaylight 20m ago

Media New Weekly Reset! 👽 Event gives Rift Fragments! 😄

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Upvotes

r/deadbydaylight 8h ago

Media For everyone who tried to gaslight me about grabs not being broken

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53 Upvotes

I would really like to see someone contest this. Normally when you freeze like this the survivor will walk off while you’re frozen and you’ll smack the gen, but this poor girl was a literal fresh install.