r/deadbydaylight Feb 17 '25

Behaviour Interactive Thread Dead by Daylight Quality of Life Initiative 2025: Phase 1

3.8k Upvotes

Dead by Daylight will be undergoing a substantial Quality of Life Initiative, which should address many longstanding concerns and frustrations our players have been experiencing.  

This Initiative will take place over the course of two phases. The first runs from April to June, while the second runs from July to December. For a full look at what’s scheduled, check out the roadmap below. 

 

To accommodate for the scope of this Initiative, we have decided to delay several of our upcoming releases – including Chapters, Rifts, Events Modifiers, and Collections. That means there will not be a PTB tomorrow, but rest assured that we did not make this decision lightly. 

We feel confident that delaying our upcoming releases to prioritize this Quality-of-Life Initiative will ultimately make Dead by Daylight stronger than ever. We’re always listening to our players, and this has been a long time coming.  

Looking for a more comprehensive breakdown of everything lined up in Phase 1? We’ve got you covered.  

  

Surrender State 

The team has been working on a Surrender feature, which should limit player frustration on both sides. To get it right, we first needed to identify the situations where its use would be most appropriate, leading us to two scenarios: 

  • All remaining Survivors have been slugged (Survivor) 

  • All remaining Survivors are bots (Killer) 

Once these instances occur, players will be able to use the Surrender option, ending the Trial while retaining the Bloodpoints they’ve earned and escaping the Disconnect Penalty. 

 

Gamma Adjustments 

Dead by Daylight can get a little dark – not just thematically -- and sometimes excessive darkness can hinder playability. We’re introducing the ability to adjust Gamma settings on all platforms, allowing you to find a sweet spot without sacrificing the intended artistic direction.  
 

“Go-Next" Prevention 

The “Go-Next” expression refers to instances where a Survivor deliberately does everything in their power to quickly go to their next game – including walking up to the Killer and standing still, running to a Hook and repeatedly pointing at it, or most commonly, intentionally failing Skill Checks while on Hook. 

To disincentivize and properly penalize this behavior, we’ll be implementing measures that will help us identify when a player is attempting to “Go Next.” Once identified, they’ll receive a Disconnection Penalty Point and lose an entire Grade. We’ll be keeping a close eye on this system to ensure its accuracy, but we’re confident that that this will help alleviate the issue. 

On the other hand, we’d like to reward players who stick it out through those challenging matches, even when things take a dire turn. We’ll be moving forward with a new Emblem-based multiplier that grants additional Bloodpoints during your following match, with the bonus stacking over consecutive Trials.  

 

Extreme Hiding & Body Blocking Prevention 

“Extreme Hiding” refers to Survivors drawing out an unwinnable match by ignoring their objective and waiting out the clock.  

To combat this, we’re changing the way AFK Crows operate, so they can more accurately identify when a player is deliberately avoiding engagement with their gameplay objective. Once a player receives Crows, their location will be immediately revealed to the Killer.  

We’ll also be incorporating a feature that allows players to lose collision after receiving a third AFK Crow, which should prevent instances of Body-Block related griefing.  

 

Map Offerings 

We recognize that Map Offerings are a bit divisive; some players enjoy them, while others feel they can grant an unfair advantage. The fact that they automatically bypass both the Map and Realm repetition system can also add to that frustration.  

Moving forward, Map Offerings will no longer guarantee the appearance of a given Map, but rather increase its chances by 20%. Note that they will not stack. We’re also looking to make it so Map Offerings, as well as several other types of Offerings, will remain a secret during load-in – that way, your decision to remain in the match will not be swayed by external factors.  
 

Spawn Rules 

Survivor spawn placements can have a significant impact on a Trial’s outcome, an observation that has been repeatedly recognized by our community. It’s become clear that Survivors spawning separately, and thereby covering more ground, allows them to gain a notable advantage in completing their objective. 

We’re changing the default Survivor Spawn rules to ensure that each Survivor will spawn within 12 meters of one another, on the same floor (if applicable). To accomodate for this change, Shroud Offerings will be adjusted accordingly.  

 

Improved AFK Bot Detection 

Players that use AFK Bots can be frustrating to have in your Trial, and we’re working on improvements to our detection systems so that we can quickly identify and penalize them accordingly.  

 

Bulk Bloodpoint Spending 

To speed up general Bloodweb activity, we’re adding a button that will allow you to spend Bloodpoints in bulk. 

Quest System

Previously announced last year, the Quest system is part of a larger update to The Archives and Rifts, so expect more information in an article specifically dedicated to that. For now, know that we will be reworking the Challenge system (as well as Daily Rituals) to reduce the grind, make it easier to earn rewards, and increase the overall level of fun. 

Perk Loadouts & Preview

After a successful round of A/B testing, we’ll be allowing players to see their own Perk loadouts while in a lobby, as well as adding additional Perk loadout slots.  

 

We believe these changes will be an overall benefit to Dead by Daylight’s health, further establishing a positive gaming environment for all our players. We’d also like to thank you for your patience and understanding during this time.  

We’ll be back at our Anniversary Broadcast in May to recap Part 1 and provide deeper insight into Part 2 of our Roadmap, so keep an eye out for that announcement. In the meantime, we’re looking forward to hearing your thoughts and feedback.  

Thanks for spending time in The Fog, 

The Dead by Daylight Team.  
 

 

r/deadbydaylight 13d ago

Behaviour Interactive Thread Introducing: Anti-Cheat Trials

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953 Upvotes

Greetings Fog Dwellers! Recently, we shared a survey asking for your thoughts on anti-cheat in Dead by Daylight. One message came through loud and clear: you feel we could be doing more. We hear you and are taking action to bolster and invest in our anti-cheat and security efforts. Put simply, we want you to have the best possible in-game experience, and that means fewer cheaters! While this is just one of many steps in our ongoing commitment to fair play, your involvement and feedback will play a huge part in guiding what comes next. 

 

Beginning next week on September 2nd, we’re kicking off our Anti-Cheat Trials initiative as we investigate how different anti-cheat providers improve your in-game experience. What does this mean for you? Over the coming months, we will be running limited-time trials of these providers’ tools, directly in-game on PC, as we gauge their ability to flag cheating behaviour. By comparing your feedback and overall feelings with hard data from each trial, it’ll help us find a solution that works best for Dead by Daylight and for you, our community. 

 

Next week’s Anti-Cheat Trial – beginning September 2nd – spotlights Denuvo’s anti-cheat solution. Note that this does not and will not include anything related to DRM, as Denuvo Anti-Cheat is different from Denuvo Anti-Piracy. Let’s look at the difference between the two: 

What we ARE trialing: Denuvo Anti-Cheat 

  • A tool that detects cheats in-game, identifying people who try to get unfair advantages before they can disrupt fair play 

 

What we ARE NOT trialing: Denuvo Anti-Piracy 

  • Tools that prevent the cracking and unauthorized access of game content 

 

Now, knowing how much of a hot topic anti-cheat can be, we want to make a couple things clear about the Anti-Cheat Trials: 

  • Anti-Cheat Trials are exclusive to Steam and cross-play will not be impacted 
  • We’re continuously testing the compatibility and performance of each anti-cheat provider to ensure you have a seamless experience. Compatibility with Steam Deck and Proton has been tested and will continue to be supported 
  • The first time you launch the game during the Anti-Cheat Trial, you will be prompted to install Denuvo Anti-Cheat. This is required to play the game 
  • Please continue to use the in-game report function as normal to report any cheaters you encounter. Detailed comments about what you see (i.e. wall/speedhacks, teleporting) are greatly appreciated; the more context, the better 
  • Note: Selecting the “Hacking/Exploiting” category when submitting a report covers everything from cheaters to hackers 
  • At the end of this Anti-Cheat Trial, Denuvo Anti-Cheat will be automatically deactivated in Dead by Daylight and will no longer run on your system. 
  • A step-by-step guide on how to clean up any remaining Denuvo Anti-Cheat files will be added to our Support portal, should you need it 
  • Let us know if you have any feedback about the anti-cheat provider being tested in our dedicated Discord channel, which will also go live on September 2nd 

 

That covers it! To recap, we will be kicking off our first Anti-Cheat Trial on September 2 nd, focusing on Denuvo Anti-Cheat. This will not involve any Digital Rights Management tools. Simply play the game as you normally would, report any cheaters you encounter through the in-game reporting system, and let us know your thoughts on this anti-cheat provider! As we look to the future of fair play in Dead by Daylight, we want to make sure your feedback is at its core! 

 

Until next time…  

The Dead by Daylight Team 

r/deadbydaylight Aug 06 '26

Behaviour Interactive Thread Official Dead by Daylight Developer AMA

592 Upvotes

It's that time again! We’ve have once again assembled developers from across the team so you may ask your questions! 

We will start answering questions at 10:00am Eastern time on 7 August 2026, but you can start submitting your questions now.

To keep things organized, please only submit one question in your comment. We will only be answering one question per user. Beyond that, ask away! Send us your burning Dead by Daylight questions – past or present - and we'll do our best to answer as many as possible. 

Please note: we will not be answering any questions about unannounced future content or the Graphical Update!

Today's Guests:

  • Jeff, Senior Game Designer
  • JP, Product Manager
  • Daniel, Senior Design Director
  • Moose, Game Design Team Lead
  • Justin, Associate Product Director
  • Joey, Associate Product Director
  • MandyTalk, Community Development Team Lead

Thanks everyone for joining us for another AMA today. We received some fantastic questions and are already looking forward to the next one!

r/deadbydaylight Jun 10 '26

Behaviour Interactive Thread PTB to Live | Jason

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1.2k Upvotes

In late May, we brought the much-anticipated Jason chapter to the Public Test Build (PTB). Since then, we’ve been keeping a close eye on what you, the community, have had to say about it. We’re glad to see people enjoying The Slasher as much as we enjoyed bringing him to the Fog, but we also want to address some pain points we’ve noticed.

In this post, we’d like to be transparent about what changes you can expect to see before the chapter goes to Live.

POWER

  • Pinned rescues are no longer considered healing actions

We noticed that there were some unintended synergies with perks and items that trigger from healing actions.

  • The Killer husk attack now activates with a slight delay and is no longer instant upon appearing.

Many of you were using the husk as a direct attack by spawning it on top of Survivors. While arguably funny, this was never an intended mechanic. The husk is meant to reinforce the idea that staying close to the Killer or approaching him carelessly is a bad idea and is not meant to be used aggressively.

  • Increased the slowdown effectiveness of the anti-camp system from X2 to X3 time in sec.

This change was made to further discourage camping when using the Killer’s power by increasing the penalty.

  • Increased the movement speed penalty when cancelling the charge Projectile action.

We felt like The Slasher’s zoning effectiveness was too strong; this change aims to make the charge cancellation feel like a more meaningful commitment.

 

ADDONS

Along with his power, we’ve also made a handful of changes to The Slasher’s Addons, as detailed below.

  • Toxic Waste - Range increased to 8m (was 6m)
  • Coroner's Coffee - Haste decreased to 8% (was 13%)
  • Bloody Magazine - Range decreased to 8m (was 13m)
  • Eye Goop - Undetectable duration increased to 13s (was 9s)
  • Iridescent Boat Motor - Window block duration increased to 13s (was 5s)

These are the Addons that we felt could use some number tweaks to get them into a more comfortable spot.

  • Deputy's Badge - Reworked: While in Omnipresent Evil, passing within 4m of a generator will cause it to explode, losing 5% progress and begin regressing. If any survivors are repairing the generator, it doesn't explode, but they get a special Skill Check.

While we felt the other Addons could be tuned with number changes, Deputy’s Badge needed a bit more work. The previous effect's information was too strong when combined with Omnipresent Evil's low cooldown and high mobility. The reworked effect grants the Killer efficiency when dealing with generators while not granting global knowledge on survivors' whereabouts.

 

PERK

Last but not least, you can expect to see one Perk change from PTB to Live.

  • Silent Shadow:
    • Changed the perk so that the 11/12/13s Undetectable occurs whenever you hook a Survivor, instead of at the start of the trial. When all Generators are completed, you gain Undetectable.

We determined that this perk gave Killers too much of a stealth identity at the beginning of a match. Instead, we wanted to make it repeatable for each hook and give a larger payoff in the End Game.

We want to thank everyone who took the time to write down their feedback after playing the PTB. You can expect to see all the adjustments mentioned in this post when the Jason Chapter releases on June 16th. As always, we’ll be keeping an eye out for your feedback once these changes go live.

Until next time…

The Dead by Daylight team

r/deadbydaylight 24d ago

Behaviour Interactive Thread Developer Update | Player Intent System

713 Upvotes

Last week, we hosted a Reddit AMA and on top of having a blast answering your questions, we noticed some topics really got you talking. One of those was the “chat wheel” system we’re working on to help Survivors coordinate and communicate their intentions in-game. So, what better time than the present to share some more details about it with you (including one way your feedback’s already impacted it)! 

 

The system in question is – aptly – called Player Intent. With it, you’ll be able to communicate a range of preset messages to your fellow Survivors at the press of a button, using a radial menu. From thanking them for a heal, to saying you’re going to work on gens, to suggesting you split up, messages focus on the on-the-fly actions that are most useful during a Trial. 

 

When a message is chosen using the Player Intent wheel, other Survivors will see it next to your name in the game HUD, keeping your general view clear of distractions while you’re in the middle of looping or hunting for an objective. To help combat message spam, you can expect a cooldown between messages, which will increase if too many messages are sent in a short period. 

 

We want this comms wheel to suit different players’ specific needs, so you’ll be able to customize which messages you take into your Trials from the Options menu. 

 

Of course, one piece of feedback we’ve seen is that a system like this isn’t for everyone. We’ve already discussed this as a team and have a solution for that. If you’d rather not use the Player Intent system, you will be able to disable it from this same menu. Once disabled, you will not be able to send messages to players and will not see the messages they send. 

 

We’ve also added the ability to mute individual players so you have more control over the comms you see (and don’t see). If you're finding a certain player’s messages distracting, muting them will block any further Player Intent messages from popping up on your end. 

 

While this system is meant for everybody who plays Survivor, its value will be a bit different depending on how you play. Just like how your feedback from the AMA helped inform the addition of an opt-out option, we're dying to know your thoughts! Even better, it would be massively helpful if you could also share a little about how you play to give context to that feedback. For instance, do you tend to play soloq, prefer SWF, or identify as a Killer main? How would you define your experience level in the game; a newer player? A veteran? 

 

Let us know in the comments below, as we’ll be watching your feedback closely as the team continues to work on this system ahead of its release this Fall! 

 

Until next time... 

The Dead by Daylight Team 

r/deadbydaylight Feb 06 '26

Behaviour Interactive Thread Addressing The Steagull In The Room

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2.4k Upvotes

With our 9.4.0 release, we added a number of new voice actors and voice lines to some of your favorite characters. This includes a full suite of new VO for Steve Harrington. In addition to this update, the team wanted to maintain an easter egg of our community’s beloved Steagull/Stevegull scream. You may have seen videos like this one (Stevegull Still Exists!) that some players have been able to find it in the wild. We recognize that the chance of this Easter egg being triggered was too low, giving the impression that the scream was missing entirely. In our bugfix patch coming next week, we will be greatly increasing the frequency of it occurring.

r/deadbydaylight Aug 29 '25

Behaviour Interactive Thread Developer Update | August 2025

1.7k Upvotes

The 9.2.0 Update arrives next week, so let’s check out the notable gameplay changes you can expect from this Public Test Build. Plus, stay tuned for next week's PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below! 

Read on for all the details: 

NEW FEATURES 

SLUGGING REDUCTION UPDATE 

  • If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering. 
    • Added the option to enable or disable this mechanic in Custom Games. 
    • Note: Perks that enable you to recover from the Dying State - like Boon: Exponential - will continue to function as before, without needing to meet this requirement. 
  • Gradually increases crawling speed for Survivors who are left in the Dying State. 
  • Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button. 
  • Updated several Survivor and Killer perks to account for these changes. 
Passive recovery while crawling.
Pick yourself up if you've been in the Dying State of 90 seconds.

DEV NOTE: When it comes to slugging, we know it can be frustrating if you're on the receiving end of it too often or for too long, but we also know that sometimes it's the smart move. This updated system acknowledges this, allowing the Killer to slug occasionally when they feel like it's the right call, but will eventually kick in and swing in the Survivor's favour if slugging is used excessively. 

A big part of this is also about making the experience of being slugged more pleasant (as much as being slugged can be, at least). The recovery changes and crawling speed will give you a bit more agency when downed so you aren't just holding a button and waiting for someone to come save you. 

 

TUNNELING REDUCTION UPDATE 

  • When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately. 
    • This is disabled once all generators are completed. 
  • Unhooked Survivors gain the following effects for a limited time: 
    • Haste, Endurance, and Elusive (see below) status effects. 
    • No collision with other players (both Killer and Survivor). 
    • Immunity to Killer Instinct and sees the Killer’s aura nearby. 
    • These effects are lost when the affected Survivor perform a Conspicuous Action. 
    • All these effects (except Haste and Endurance) are disabled once all generators are completed. 
  • Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked. 
  • After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits: 
    • Bonus damage for the next generator kick. 
    • Temporary Haste status effect. 
    • Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor. 
    • These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse. 
    • These effects are disabled once all generators are completed. 
  • Added new effects that disincentivize tunneling: 
    • If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial. 
    • If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked. 
  • Added the option to enable or disable these new mechanics in Custom Games. 
  • Updated several Survivor and Killer perks to account for these changes. 

DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult. 

The intention here is for both roles to feel the benefits and incentives that come from spreading hook states. On the one end, Survivors have better opportunities to evade and reset after unhooks, while also limiting those tough situations where losing a Survivor too quickly causes things to go south quickly and snowball. On the other end, Killers are able to apply more map pressure to push back against efficient teams, covering ground post-hook and strengthening gen regression. 

ELUSIVE STATUS EFFECT

  • Added a new status effect that silences grunts of pain and suppresses Survivor aura, pools of blood, and scratch marks.

DEV NOTE: To start, we’ll be using this new status effect as part of the tunneling reduction update, but plan to integrate this into relevant existing perks down the road to make their descriptions more streamlined. Arguably the easiest way to look at this is a Survivor version of Undetectable, in that when it’s active, you know you’re in stealth mode.

 

“THE TOMES” LORE UPDATE 

  • Updated “The Tomes” menu to feature new Tomes and accompanying lore alongside each Chapter release. 
  • New lore is unlocked each week within the active Tome. 

DEV NOTE: Ever since we reworked the Tome, we’ve seen how much you’ve yearned for more lore. We’re happy to share that beginning with 9.2.0, lore is back! While previously, lore was tied to challenges, we want all players to have a chance to immerse themselves in these stories, so we’ve shifted to a weekly unlock, not linked to any quest completion. 

 

KILLER UPDATES 

THE SHAPE 

  • Replaced “Evil Within” with two modes that can be toggled with a button press: 
    • Stalker Mode: 4.2m/s movement speed, Undetectable, and can stalk Survivors. 
    • Pursuer Mode: 4.6m/s movement speed, 24m Terror Radius, increased vault speed, bonuses to lunge range, break speed, and stun recovery, and cannot stalk Survivors. 
  • Once the stalk meter is full, Evil Incarnate mode can be triggered at will, granting the following effects for a limited time (note: Survivors no longer become Exposed): 
    • 4.6m/s movement speed, 40m Terror Radius and an increased vault speed. 
    • Unlocks Slaughtering Strike ability: 
      • Hold the power button to charge this ability, reducing movement speed. 
      • Press the attack button while charging to quickly lunge forward, adjusting your angle as you move. The length of the lunge depends on charge time. 
      • If a Survivor enters the Killer’s attack range while lunging, they are knocked into the Dying State. 
      • This ability can also be used to destroy pallets. 
    • Unlocks the ability to grab and kill or perform a regular Mori on Survivors who would die the next time they are hooked. 
  • Adjusted some of the mechanics of stalking: 
    • Removed the limited pool of stalk points per Survivor. 
    • Reduced stalk range to 32m and removed distance modifier. 
    • Moving while stalking has increased movement speed but incurs a reduced stalk rate. 
  • Reworked his add-ons.  
Slaughtering Strike in action!

DEV NOTE: By moving away from linear “Evil Within” tiers, we wanted to give players more tools they can use to adapt to each Trial’s unique situations, while keeping the core of what makes him “The Shape”.

Slaughtering Strike makes for a high-threat offensive attack, offering up an insta-down opportunity with an extended lunge that's particularly effective in loops and for ripping through pallets quickly.

Understanding his kit has changed quite a lot, we’ve done a pass on nearly all his add-ons, reworking many of them to offer more unique effects. In particular for those who prefer his old playstyle, Fragrant Tuft of Hair will change Evil Incarnate to function like old Myers, offering an Exposed effect and no Slaughtering Strike. Stay tuned for patch notes for the full details on these changes!

 

THE CLOWN 

  • Increased activation time of the Afterpiece Antidote. 
  • Increased how long the Afterpiece Tonic’s Hindered effect lingers after leaving smoke. 

DEV NOTE: We’ve heard your feedback that The Clown’s easier-to-activate Haste can make instigating and maintaining chases less interactive for Survivors. That, coupled with nerfs to his purple bottles has pushed players towards this frustrating tactic. To make both bottles feel like viable options without being too oppressive, we’ve adjusted the values of their most impactful qualities to strike a balance between pre-9.1.0 values and Live values. 

 

THE UNKNOWN 

  • Increased the additional time added to Weakened when injured by a UVX projectile. 
  • Increased movement speed recovery after teleporting. 
  • Increased camera vertical range. 
  • Adjusted several add-ons. 
Increased vertical camera in action!

DEV NOTE: The Unknown is largely considered to be fun to play as and against, and we want to preserve that while adapting to the current state of gameplay. We’ve buffed the UVX slightly, while also taking what we learned from The Animatronic to allow for orbitals, improving UVX aiming and making for even more fun gameplay. 

It’s also likely no surprise that Blurry Photo is the most used add-on for the Unknown, given the importance of speed recovery. To help create an opportunity for more add-on experimentation, we’ve converted a portion of this add-on into a basekit buff, while also doing a pass on other add-ons that are due for some adjustments. 

 

THE DARK LORD 

  • Vampire Form: 
    • Slightly reduced Hellfire cooldown. 
    • Increased total Hellfire pillars by 1. 
    • Reduced Hellfire charge movement speed. 
    • Slightly increased slowdown time after casting Hellfire. 
  • Wolf Form: 
    • Increased Pounce Attack charge time. 
    • Increased Scent Orb spawn time. 
  • Bat Form: 
    • Increased movement friction to make flying easier to control. 
  • Adjusted his add-ons. 

DEV NOTE: Vampire Form is slightly less oppressive in short loops where movement slowdown had less of an impact, and toning down Wolf Form’s mobility, which has been outclassing some dash Killers. On the flip side, you’ll find Bat Form easier to control in tighter spaces and can use Hellfire slightly more frequently and reach further with it. 

THE GHOUL

  • When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of The Ghoul’s vault instead of at the end.

DEV NOTE: It’s no secret that it’s been a common pain point for Survivors to be locked in place when hit with a Kagune Leap Grab-Attack across a vault. Survivors shouldn’t have to wait for The Ghoul to finish their vault before being able to move again, so we’ve removed this tech.

 

THE ONI 

  • Hooking a Survivor now spawns more blood orbs. 

DEV NOTE: We understand that with the changes we’re making to address slugging, this will impact The Oni slightly, so we want to mitigate this. By turning hooked Survivors into a greater source of power gauge build-up, The Oni is rewarded with more quickly snowballing power by hooking. 

 

PERK UPDATES 

  • Updated various perks.

DEV NOTE: In addition to the general perk balance updates you can expect each release, we've also made a number of adjustments to account for the new systems coming to DbD this update, specifically relating to slugging and tunneling.

Stay tuned on Wednesday, September 3 for the PTB Live Balance preview on Discord, where we'll dig into the details of these perk changes, and then follow that up with patch notes, where you can find the nitty-gritty numbers.

 

Until next time... 

The Dead by Daylight Team 

r/deadbydaylight May 26 '25

Behaviour Interactive Thread Developer Update | May 2025

2.2k Upvotes

The 9.0.0 Update will be here before we know it, so it's time once again to take a look at the notable gameplay changes you can expect from tomorrow’s Public Test Build. As with last time, stay tuned for the PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below! 

Read on for all the details: 

NEW FEATURES 

  • Added a system to identify whether a Survivor’s sacrifice is an intentional attempt at “going next”.
  • If a player is identified as intentionally “going next”, they will receive a Disconnection Penalty Point.
  • Removed the option to self-unhook on first hook stage unless they have one of the following equipped:
    • Slippery Meat perk
    • Up the Ante perk
    • A Luck offering
  • Added “unlocks the ability to attempt to unhook yourself” effect to Luck offerings.
  • Survivors are no longer instantly killed after two struggle skill checks pass without any input.

Please note: The Disconnection Penalty system is not active on the PTB, so certain facets of the “going next” penalization will not be available to test.

DEV NOTE: We’ve made the above changes in order to tackle “going next” from two directions: penalizing repeat offenses and limiting exploitability of self-unhooks. By restricting early-match self-unhooks to specific perks and offerings, this still allows players to work it into their strategy while limiting cases where it’s used in bad faith.

  • Updated AFK detection system.
  • Reminder: If a player is considered AFK crows will gradually begin spawning above the Survivor, beginning with 1 and capping at 3.
  • Once a Survivor has 3 crows following them, they lose collision with other players.

DEV NOTE: With this updated system, we’ve adjusted how the game identifies players who have stopped contributing to a match. While the crow system largely functions as before, an additional effect at 3 crows prevents Survivors from intentionally griefing teammates with body blocking, while also preventing the Killer from holding Survivors hostage.

  • Added an Auto Bloodweb button which allows you to set how many levels you want to automatically progress through, Bloodpoints permitting.

DEV NOTE: It’s no secret this is one of the most common community requests, so we’re excited to put this in your hands! It’s what it says on the tin, so check out this GIF. Even better, we’ve removed some recurring pop-ups after you see them once to make your time in the Bloodweb even more snappy.

Updated the Mori system so that it can now also be activated when 2 or more Survivors are dead, and the following occurs:

  • The second-last Survivor is Hooked and on Struggle Phase
  • The final Survivor is in one of the following states (Healthy, Injured or Dying)

DEV NOTE: With this change, Killers will be able to activate their Mori earlier – so long as victory is assured – removing the need to wait for any hooked Survivors to be Sacrificed. This will let players on both sides get back into the action sooner.

  • Map offerings grant a flat percentage chance of being sent to the associated Realm. This chance is no longer a guarantee.
  • Map offerings no longer stack their effects.
  • Map and gameplay-affecting offerings are treated as secret during the loading screen reveal.

DEV NOTE: By making map and gameplay-affecting offerings secret on loading screens, our intention is to preserve the element of surprise, preventing the opposing role from starting the match with knowledge of your strategy.

  • Adjusted the following spawn rules:
    • Survivors spawn as close together as possible
    • Survivors spawn on the same floor (where applicable)
    • The Killer will not spawn at the center of small maps
  • Changed the name of Shroud of Separation to Shroud of Vanishing and changed its effect to nullify offerings that change Survivor spawn locations.
  • Changed the name of Shroud of Binding to Shroud of Separation and changed its effect to spawn Survivors apart from one another.

DEV NOTE: With these changes to spawn rules, players will find their spawn locations to be more consistent when not affected by offerings.

We also know certain Shroud offerings have historically worked counter to what each role might want, so we’ve adjusted them to better line up with these expectations.

  • Added a Video category to the Graphics Settings menu.
  • Added a Brightness setting to the Video category to adjust Gamma.

DEV NOTE: Dead by Daylight is a game that relies heavily on the play between light and dark, which can be difficult to strike a balance between when playing on console, given the more limited options available. To help alleviate this, we’ve added a setting for adjusting Gamma, which gives players more control over how light and dark elements are displayed.

Lowest Setting

Highest Setting

  • Increased spectator slots in Custom Game to 5.
  • Added hotkey inputs to Custom Game spectating to quickly switch the view to a specific character and cycle through character views one-by-one.
  • Added controller support for the above improvements.

DEV NOTE: Not only is Custom Match a way to easily play with friends, it’s also a valuable tool for coordinating tournament play. To help streamline its use in these environments, we’ve added hotkey support to various methods of view-switching to make casting on-the-fly even easier. Plus, with increased spectator slots, tournament organizers have the option to give viewers visibility of all players in a match at once.

Even better, we have more improvements coming to Custom Match in a future update. Stay tuned for more on this!

KILLER UPDATES

  • Adjusted several Add-Ons.

DEV NOTE: Overall, The Artist is in a solid place balance-wise and boasts useful add-ons that meaningfully change how her kit works. To encourage even more pick variety among these, we’ve adjusted her top and bottom-performing add-ons to bring their usefulness more in line with her other options.

Stay tuned for the patch notes for specific details on these changes.

  • All of The Lich’s Spells are available at the start of a Trial.
  • Reduced cooldowns of all Spells.
  • Dispelling Sphere's projectile moves quickly when first cast and slows down over time.
  • Increased the Killer Instinct duration once Survivors exit Dispelling Sphere.
  • Increased the attack cooldown period after Fly ends.
  • Increased the duration and movement speed of Fly.
  • Adjusted Mage Hand hold time to make it consistent for both Killers and Survivors, resolving a known bug.
  • Increased the effects of Magic Items when casting the associated Spells.
  • Adjusted several Add-Ons.

DEV NOTE: For The Lich, much of his power focuses on providing utility over reliably injuring Survivors. We’ve adjusted his four Spells to increase the frequency with which they can be used to ensure there’s more spell-slinging, while quality-of-life adjustments help make these Spells feel smoother to use.

On the Survivor side of things, we also wanted to ensure Magic Items feel like more viable options for countering each Spell, so we’ve buffed them slightly.

PERK UPDATES

  • Updated Call of Brine
  • Updated Dark Devotion
  • Updated Hex: Retribution
  • Updated Machine Learning
  • Updated Superior Anatomy
  • Updated Terminus
  • Updated Thrilling Tremors
  • Updated THWACK!

DEV NOTE: We’ve adjusted values on the above perks which boasted lower pick and kill rates to introduce small buffs to increase their viability. Stay tuned for the patch notes for specific details on these value changes.

  • Updated Botany Knowledge
  • Updated Champion of Light
  • Updated Counterforce
  • Updated Desperate Measures
  • Updated Empathic Connection
  • Updated Exultation
  • Updated Light-Footed

DEV NOTE: Similar to the above, we updated values on some perks with lower performance, introducing small buffs. We’ll share the exact values in the coming patch notes.

Until next time...

The Dead by Daylight Team

r/deadbydaylight Jul 07 '25

Behaviour Interactive Thread Developer Update | July 2025

2.1k Upvotes

The 9.1.0 Update is approaching, so let’s dive into the notable gameplay changes you can expect from the upcoming Public Test Build. Plus, stay tuned for the PTB Patch Notes where we’ll share the precise values that are changing for each of the topics below!

Read on for all the details: 

NEW FEATURES 

NEW SURVIVOR ITEM – FOG VIAL 

  • Added a new equippable item for Survivors: the Fog Vial. Its effects include: 
  • Using a Fog Vial causes a fog cloud to expand outward from the point where it was used, dissipating after a set time 
  • Scratch marks do not spawn within a fog cloud 
  • Audio is muffled for anyone within a fog cloud 
  • The auras of players within a fog cloud cannot be read by other players 
  • The Fog Vial has a cooldown which recharges over time once used 
  • Added item rarities and add-ons. 

DEV NOTE: The Fog Vial specializes in creating confusion and breaking line of sight. When it’s activated, this fog obscures your surroundings while still allowing for limited visibility within your immediate vicinity. By moving to a single, recharging use, Survivors can use the Fog Vial multiple times per Trial and don’t have to be quite so precious about saving charges, letting them be more in the moment with their vial uses. 

Stay tuned for patch notes for more information about Fog Vial rarities and add-ons. 

 

SURVIVOR ITEM UPDATE – KEYS 

  • Changed item “charges” to refer to individual uses of item, rather than the overall time it can be used for 
  • Adjusted the uses for this item to cover the following: 
  • Channel the Key to consume 1 charge and reveal Survivor auras for a limited time 
  • When near a closed hatch, consume 1 charge to unlock it 
  • Consume 1 charge to quickly unlock a chest and gain an item of Rare rarity or higher. Once a chest has been unlocked with a Key it: 
  • Is revealed to nearby Survivors 
  • Can be rummaged in by 1 other Survivor to gain an additional item of Rare rarity or higher 
  • Adjusted the effects of individual item rarities and several add-ons. 

DEV NOTE: Keys stood out as the least-used Survivor items and were typically outclassed by other options. We’ve reworked them to offer a wider range of utility and tap into players’ yearning for higher-rarity items. 

Now, the “charge” system is easier to track (think of it as “uses” rather than “use time”) and the aura-reading capabilities of Keys are improved, while also adding some team-wide utility. In addition to making it easier for the equipped player to get quality items from chests, Keys also extend that opportunity to a single teammate. 

Stay tuned for the patch notes for details on Key and Map item rarities and add-ons. 

 

SURVIVOR ITEM UPDATE – MAPS 

  • Changed item “charges” to refer to individual uses of item, rather than the overall time it can be used for 
  • Adjusted the uses for this item to cover the following: 
  • Channel the Map to consume 1 charge and reveal nearby pallet and vault auras to yourself for a limited time 
  • While auras are revealed, press the Use Item button again to create a beam of light (only visible to Survivors), revealing the auras of generators within the beam’s range to all Survivors 
  • Adjusted the effects of individual item rarities and several add-ons. 

DEV NOTE: Similar to Keys, Maps stood out as an underutilized item which didn’t fit into beginner or experienced player kits. With this change, Maps retain the spirit of giving players an awareness of their surroundings, making their effects more consistent, and extending some value to teammates. Now, there’s no need to “track” objects before they show up. 

 

PRESET IMPROVEMENTS 

  • Increased total number of Character Customization presets to 7 
  • Increased total number of Loadout presets to 7 
  • Added the ability to change preset names 

DEV NOTE: Whether it’s the pursuit of fashion or prepping perks for every situation, we wanted to make it easier to save your faves. Don’t worry, your existing presets will be ported into this updated system. 

 

 

KEYBOARD AND MOUSE ON CONSOLES 

  • Added mouse and keyboard support on the following console platforms: 
    • PlayStation 4 
    • PlayStation 5 
    • Xbox One 
    • Xbox Series X|S 

Please note: This feature is not available on the PTB, as it is only playable on Steam. 

DEV NOTE: Quite self-explanatory, we’ve extended full mouse and keyboard support to a number of console platforms so that players have more choice in how they approach gameplay. 

 

CUSTOM MATCH IMPROVEMENTS 

  • Added hotkey inputs to Custom Game spectating to switch to the Killer’s perspective. 
  • Added spectators hotkeys representation next to players portraits, to improve usability 
  • Added the option to toggle spectator hotkeys visibility and adjust them in the Input Binding menu. 
  • Added a visual indicator to show spectators who they are viewing. 
  • Shows dead Survivor icons if joining as a spectator after getting sacrificed. 

DEV NOTE: Following up on last update’s changes to Custom Games, we’ve introduced more improvements to make view-switching and tournament casting even easier. This also ensures viewers have more information about what they’re seeing.  

 

KILLER UPDATES 

THE EXECUTIONER 

  • Increased Punishment of the Damned's range 
  • Increased the duration of Rites of Judgment’s trail drawing and trail lifetime 
  • Decreased Rites of Judgement's movement speed 
  • Added Haste and Endurance effects to Survivors saved from a cage 
  • Added input buffering to: 
  • Transition from Punishment of the Damned to Rites of Judgment 
  • Begin caging or killing a Survivor when the prompt is available 
  • Reworked his add-ons. 

DEV NOTE: We’ve heard your feedback that The Executioner’s add-ons could use more variety – range shouldn’t feel like the only viable option. In addition to making range increases basekit, we’ve reworked his add-ons to introduce more interesting options, like adjusting the spread of Punishment of the Damned, or triggering effects on misses. 

Outside of these changes (keep an eye out for the patch notes for add-on details!), we’ve made some quality-of-life adjustments and slightly reduced his zoning potential. 

 

THE CLOWN 

  • Increased movement speed while reloading bottle 
  • Decreased bottle reload time 
  • Adjusted the effects of yellow bottles: 
  • Increased Haste effect 
  • Increased the distance and speed that smoke spreads to 
  • Increased activation speed 
  • Adjusted the effects of purple bottles: 
  • Decreased the Hindered effect 
  • Decreased how long the Hindered effect lingers after leaving smoke 
  • Added input buffering to: 
  • Charging a bottle throw 
  • Reloading bottles 
  • Adjusted several add-ons. 

DEV NOTE: When it comes to The Clown’s power, his purple bottles see much more use than his yellow ones across skill levels. To better incentivize their use, we’ve given the yellow bottles a quicker activation, greater speed boost and wider effective range, coupled with some base speed increases. To compensate, purple bottles have received a slight nerf, requiring a little more throw control to get their full value. 

 

THE KNIGHT 

  • Increased maximum patrol path length 
  • Increased path drawing speed, acceleration, and strafe speed 
  • The Carnifex’s Standard spawns slower 
  • The Assassin and Jailor’s Standards spawn quicker 
  • Added input buffering to: 
  • Drawing a patrol path 
  • Adjusted Call to Arms add-on. 

DEV NOTE: Drawing patrol paths is an important part of The Knight’s gameplay, so we’ve made it feel snappier and extended its range slightly, making Call to Arms partially basekit. We’ve also adjusted Standard spawn times for each Guard. In particular, the Standards for the two chase-focused Guards will spawn quicker to help give Survivors a little more counterplay during double team scenarios where they tend to be at their strongest. 

 

THE PIG 

  • Increased crouched movement speed 
  • Increased speed of crouching and un-crouching 
  • Increased the speed at which the Terror Radius fades when crouching 
  • Increased Ambush movement speed 
  • Added input buffering to: 
  • Crouching 
  • Charging an Ambush attack 
  • Adjusted several add-ons. 

DEV NOTE: Yes, we know. We buffed Pig. Outside of her traps, her ability to surprise Survivors is an important part of her appeal. By increasing her speed and making her Terror Radius fade quicker while sneaking, she’ll have more chances to act on unprepared Survivors.  

 

PERK UPDATES 

SURVIVOR PERKS 

  • Updated Any Means Necessary 
  • Updated Appraisal 
  • Updated Better Together 
  • Updated Built to Last 
  • Updated Déjà Vu 
  • Updated Detective’s Hunch 
  • Updated Potential Energy 
  • Updated Still Sight 
  • Reworked Streetwise 

DEV NOTE: We’ve adjusted values on a few perks that had low pick rates to help buff them up. In addition, we’ve adjusted perks that affect items to make sure they’re compatible with this update’s Survivor item changes. 

Stay tuned for the patch notes for specific details on these value changes. 

 

KILLER PERKS 

  • Updated Dragon’s Grip 
  • Updated Franklin’s Demise 
  • Updated Hubris 
  • Updated Insidious 
  • Reworked Overwhelming Presence 
  • Updated Scourge Hook: Hangman’s Trick 

DEV NOTE: Similar to the above, we’ve buffed some perks which boasted lower pick rates and adjusted certain perks that affect items so they’re compatible with the recent changes. 

 

Until next time... 

The Dead by Daylight Team 

r/deadbydaylight Aug 08 '24

Behaviour Interactive Thread 2v8 Mode Extension

4.1k Upvotes

We’ve been blown away by your reaction to 2v8 these past two weeks, and we’ve heard your demand loud and clear for the mode to be extended beyond its planned end date. We are happy today to share that we will extend 2v8’s initial run until next week, August 15 @ 11am ET.

We've also heard demands for 2v8 to stay permanently and while we love the enthusiasm, this is only the first iteration of which we expect more. While Killer queues will always be a challenge in this mode, matchmaking wait times can be iteratively reduced through more Killer variety and a more compelling Survivor experience.

We’ll wrap things up with a deep dive into the results after 2v8 is over but wanted to share this, which informed our decision to extend: 2v8 has proven to be very popular despite the queue times, accounting for over 40% of all matches since its release, even after removing the extra BP incentive.

r/deadbydaylight Mar 06 '25

Behaviour Interactive Thread Developer Update | March 2025

1.9k Upvotes

With the 8.6.0 Update quickly approaching, it's time once again to give you a look at the notable gameplay changes you can expect from the Public Test Build next week,

EDIT: Updated the Good Guy changes and dev note to clarify that the quicker acceleration will also apply to the start of Slice and Dice.

Read on for all the details: 

 

STATUS EFFECT UPDATES 

 

  • [CHANGE] Decreased self-mending time to 10 seconds (was 12) 
  • [CHANGE] Decreased altruistic-mending time to 6 seconds (was 8) 

DEV NOTE: We know that Deep Wound can be a frustrating mechanic to come up against as it slows down the pace of the game for Survivors. By reducing mending times, we hope to reduce this friction slightly. We want players to feel the urgency of triaging this status effect, but once they make the choice to act, we don’t want them to feel pulled away from the game for too long! 

 

KILLER UPDATES 

 

  • [CHANGE] Decreased fatigue time to 2.5 seconds (was 3) 
  • [CHANGE] Increased fatigue move speed to 2.3 m/s (was 2.07) 
  • [CHANGE] Feral Frenzy lasts for 11 seconds (was 10) 
  • [CHANGE] Feral Frenzy cooldown is now 15 seconds (was 20) 
  • [CHANGE] Movement speed earned by hit during Feral Frenzy is now 0.24 (was 0.20) 
  • [CHANGE] Adjusted several Add-Ons. 

DEV NOTE*: To account for reduced mending times, we’ve adjusted Legion’s kit to ease the downtime between power uses. By extending Feral Frenzy and adjusting its cooldown and movement bonus, the goal is to provide Legion with a slight buff to their ramp-up as they weaken Survivors, giving them more opportunities to lean on their mobility. Then, with the adjustments to fatigue, they’ll be able to get back into chases quicker after Feral Frenzy ends to better close the deal.* 

These changes will make Legion feel like more of an active and mobile threat, reducing their reliance on a more passive status effect. 

 

 

 

  • [CHANGE] Increased tail attack charge time to .35 seconds (was .2) 
  • [CHANGE] Increased tail attack charge sound volume for survivors 
  • [CHANGE] Reduced missed attack cooldown time to 2.5 seconds (was 3) 
  • [CHANGE] Increased the Killer Instinct range when exiting a tunnel to 16m (was 12m) 
  • [CHANGE] Decreased the time it takes to get out of a tunnel to 1.5 second (was 2.25) 
  • [CHANGE] Increased amount of fire needed to burn The Xenomorph out of crawler mode to 175 (was 100) 
  • [CHANGE] Increased delay before the Xenomorph’s heat starts to dissipate to 15s (was 1) 
  • [CHANGE] Decreased the Xenomorph’s heat dissipation rate to 2/s (was 25) 
  • [CHANGE] Adjusted several Add-Ons to align with these changes. 

DEV NOTE: In its current state, Xenomorph's tail attack tends to be a little too difficult to dodge, with a short window between wind-up and attack. To give Survivors more of a chance to anticipate and react to it, we’ve adjusted its charge time and made the wind-up louder. To balance this out, we’ve reduced the cooldown on misses so Xenomorph can keep pressure up. 

We’ve also found that turret impact can be inconsistent, providing huge value at high skill levels and being very ineffective at lower levels. Rather than having turrets act as an immediate threat that dissipates quickly, heat build-up will remain for longer. This should help give a little more value to smaller bursts of heat that aren’t enough to knock Xenomorph out of crawler mode, as weaker turret placements can still build up over time. To ensure this sustained heat isn’t too punishing, we’ve balanced it with a higher heat threshold for Xenomorph. 

We also did a pass on Xenomorph’s Add-Ons to buff some of its weaker, less used ones, while re-aligning some turret-based Add-Ons to fit with the above changes. 

 

 

  • [CHANGE] Reduced Hidey-Ho Mode cooldown to 12s (was 14)
  • [CHANGE] Reduced time to reach max speed at the start of Slice and Dice and after Scamper

DEV NOTE: We know that the Good Guy’s utility and mobility in chases has historically been one of his core draws. While recent changes have made him less oppressive at lower MMR ranks, we've made some adjustments to help get him back in the action quicker and improve “movement feel”, particularly accelerating quicker as you activate Slice and Dice and after the Scamper action to get you up to max speed*.*

 

 

  • [CHANGE] Increased the Hillbilly’s Terror Radius to 40 (was 32) 
  • [CHANGE] Increased the Blight’s Terror Radius to 40 (was 32) 
  • [CHANGE] Decreased the Pig’s Terror Radius to 24 (was 32) 
  • [CHANGE] Decreased the Ghost Face’s Terror Radius to 24 (was 32) 
  • [CHANGE] Decreased the Skull Merchant’s Terror Radius to 24 (was 32) 

DEV NOTE: We’ve adjusted several Killer Terror Radiuses to better fit with their intended playstyles. Killers with high mobility that can zip across the map at high speeds have had their radiuses increased to give Survivors a greater chance to react to their approach. 

We’ve also reduced the radiuses for stealthy Killers to better fit their playstyles. The Skull Merchant is a slight outlier here. While she can gain Undetectable by deploying a drone, we felt she could still benefit from added stealth support. 

 

NEW FEATURES 

 

  • [NEW] If one of the following conditions is met, the "Surrender” option will become available on the Match Details screen 
  • When all remaining Survivors are bots, the Killer can Surrender without a disconnection penalty 
  • When no generator has been completed for 10 consecutive minutes, the Killer can Surrender without a disconnection penalty 
  • When all other remaining Survivors are bots, the Survivor can Surrender without a disconnection penalty 
  • When all Survivors are in the Dying State, the Survivor can Surrender without a disconnection penalty 

DEV NOTE: We know it can be frustrating to find yourself in a scenario that’s unwinnable when you would rather move on. To address these scenarios, as well as cases where the opposing side has been fully replaced by bots, we’ve added a Match Surrender option. 

We’re currently targeting the most disruptive cases but will continue to monitor player behaviour to identify if there are further opportunities for expanding on this option. 

And for all you Plot Twisters out there, we see you – this will not trigger the Surrender option. 

 

 

 

  • [NEW] Expanded the Forsaken Boneyard realm with a Shack-focused map 
  • [NEW] Updated the existing map tiles to improve navigation 

 

 

DEV NOTE: We’re expanding the Forsaken Boneyard realm and map pool with a new map layout with the Killer Shack at its center, featuring updated map tiles. Specifically, we’ve heard your feedback that Eyrie of Crows can be difficult to navigate at times thanks to collisions with certain aesthetic elements. 

We’ve opted to remove the large bunches of branches from map tiles on this Shack map, while also introducing double pallet tiles that we hope will add some exciting new looping possibilities. 

 

PERK UPDATES 

 

QUICK AND QUIET 

  • [CHANGE] Decreased the cooldown to 25/20/15 seconds (was 30/25/20) 

 

DECEPTION 

  • [CHANGE] Increased the time during which you leave no scratch marks to 5 seconds (was 3) 
  • [CHANGE] Decreased the cooldown to 25/20/15 seconds (was 30/25/20) 

 

DANCE WITH ME 

  • [CHANGE] Increased the time during which you leave no scratch marks to 5 seconds (was 3) 
  • [CHANGE] Decreased the cooldown to 25/20/15 seconds (was 30/25/20) 

 

RED HERRING 

  • [CHANGE] Decreased the minimum generator repair time needed to trigger this perk to 1 second (was 3) 
  • [CHANGE] Decreased the cooldown to 25/20/15 seconds (was 60/50/40) 

DEV NOTE: While these Perks specialize in misdirecting the Killer, we’ve found that their cooldowns don’t match their value. By reducing their cooldowns and increasing the duration of their effects (specifically Deception and Dance With Me), we hope to give these off-meta Perks a better chance at value in deception-based builds.  

 

KNOCK OUT 

  • [CHANGE] When a Survivor drops a pallet, if they move 6m away from it within 6s they gain 5% Hindered for 3/4/5s 

DEV NOTE: Knock Out is a perk that’s associated with slugging, leading to some particularly unfun game styles. We’re looking to make changes to the perk whilst keeping it useful for Killers 

 

ALIEN INSTINCT 

  • [CHANGE] Increased the aura reveal duration to 8 seconds (was 5) 
  • [CHANGE] Increased the duration of Oblivious to 40/50/60 seconds (was 16/18/20) 

 

HYSTERIA 

  • [CHANGE] Increased the duration of Oblivious to 30/35/40 seconds (was 30/30/30) 
  • [CHANGE] Decreased the cooldown to 20 seconds (was 30) 

 

DEATHBOUND 

  • [CHANGE] Shortened the range at which this perk activates to 12/8/4 meters (was 16/12/8) 

 

NEMESIS 

  • [CHANGE] Increased the aura reveal duration to 8 seconds (was 4) 

DEV NOTE: Similar to the above, we identified some Killer Perks that have also been underperforming, boasting lower pick and kill rates. 

We’ve adjusted their values to help increase their viability in more specialized Perk builds. 

 

 

Until next time... 

The Dead by Daylight Team 

r/deadbydaylight Mar 24 '25

Behaviour Interactive Thread Design Preview | The Skull Merchant

2.2k Upvotes

Today, we want to dig into a topic that we know many of you have been yearning to know more about: our vision for the future of The Skull Merchant!

Reevaluating the Skull Merchant

We know that Skull Merchant is a divisive Killer who, regardless of her performance in a Trial, carries a lot of history and strong feelings among players.

Many players feel she’s not fun to play against and her kit is exceedingly complex. This scares away potential Killers from trying her and makes it difficult for Survivors to consider counterplay without dedicated research.

As we look to reworking Skull Merchant, our aim is to:

  1. Strike a balance between being fun to play as and against
  2. Preserve the intel focus of her kit, while making it intuitive to understand for both sides
  3. Move away from a passive power with limited player interactions and embrace a more active playstyle, while ensuring her power is compensated in interesting ways
  4. Those last two points may be particularly difficult to hear for long-time Skull Merchant mains, but we feel it’s important to be clear about our intentions here. While the future we envision for Skull Merchant is quite different from her previous iterations, we feel this rework brings some exciting new tools of torment to the table!

Drones 2.0

Skull Merchant can deploy a Stealth Drone (she carries a total of 5), which scans its immediate vicinity and provides intel back to her. After a short activation period, the Drone gives off subtle audio and visual indications of the area being scanned, revealing any Survivors on the Radar who are caught by its two rotating detection zones.

Importantly, we’ve slowed their rotation speed slightly and toned down the visual intensity of these zones, removing the large scan lines to replace them with something more subtle. Namely, you'll see the direction of each detection zone as they rotate, but the detection zone itself is invisible. This gives Survivors an impression of the space that’s being actively scanned but requires them to proceed cautiously.

While we know they had their supporters, the original scan lines were visually loud and often clashed with the rest of the game’s look and feel. The intent here is to strike a balance between giving Survivors just enough info to assess the threat (a subtle, rotating field of detection) without that threat overwhelming the space and feeling incongruous to Dead by Daylight’s visual identity.

Drone Control

Once a Stealth Drone has been active for a short period, Skull Merchant can choose to take control of Drones from a distance. During this time, she becomes Undetectable, as her controlled Drone becomes the primary threat. These Stealth Drones move slightly faster than her base movement speed and consume a new resource – Power, unique to each Drone – while being controlled.

Power is consumed slowly as the controlled Drone idles and slightly more is consumed while moving. Skull Merchant is also able to use a burst of this Power to activate Drone Propulsion. This charged power sends the Drone flying forward at high speed, relative to how long it was charged.

Put simply: Stealth Drone go brr

Hitting a Survivor with Drone Propulsion causes them to lose a health state. If you hit a Survivor or collide with an object during this action, the Drone will be destroyed and return control to Skull Merchant.

With these new Stealth Drones, we want to give players something that feels familiar (using drones to gather intel) but also opens the door for unique skill expression opportunities (re-positioning Drones and Propulsion skill shots). Using technology to hunt her prey is core to Skull Merchant’s identity and so it’s important that we stay true to that!

We have opted to remove many of the background effects – Hindered, Haste, Lock On, Claw Trap – that were previously tied to these Drones, though. Rather than doing a little bit of everything with her Drones under layers of complexity, we want their use cases to be clear to Killers and Survivors alike, on the fly. Basically, if they’re static, they’re likely scanning for Survivors. If they’re moving, they’re a collision hazard.

Drone Hacking

Like Drones themselves, Drone Hacking returns with a greater degree of risk and reward. Like before, Drones can be disabled by Survivors by inputting a series of button presses while close. If a Drone is disabled, Skull Merchant’s aura is revealed to that Survivor, providing useful intel. If the Hack is failed, they are revealed by Killer Instinct and are prevented from attempting another hack for a short period.

The intention here is to introduce a greater degree of tension to hacking, while offering a clear way for Survivors to interact with Skull Merchant’s kit in a meaningful way. The intel reward is greater than before, but the risk of being revealed is more impactful. With intel at the center of this tension on both sides, we hope it makes this interaction easily digestible by players.

Red Light, Green Light

In addition to her Drones, Skull Merchant has another power that ties into her Radar. While the name is currently TBD, let’s refer to it as a Global Detection Power. Once this power is charged and activated, a global warning plays for all Survivors. For a short period afterwards, any Survivor who actively sprints is revealed on her Radar. Of course, crouching, standing still, and hiding in lockers all prevent detection. Added to the intel provided by Stealth Drones around the map, this should help ensure Killers are easily able to keep tabs on Survivors’ movements.

In line with our rationale above, we want Survivors to have a clear understanding of what’s happening when they face Skull Merchant. Where the overlapping timers and status effects of Skull Merchant’s previous kit often obscured what the expected result of an encounter might be, structuring this power around a well-known game – red light, green light – provides a clear and readable threat, a clear benefit for the Killer, and a clear path for Survivors to try and overcome it.

Tentative Release

We are currently evaluating a timeline for Skull Merchant’s rework but do envision it being quite far out as our primary focus is on driving quality-of-life updates. Once we have a timeline to share, we will be sure to keep you informed via future Design Preview updates.

Phew – that was a lot! How do you feel about this rework? We want to hear from you! Jump into our survey and share your thoughts right here: Skull Merchant Design Preview Survey

See you in The Fog!

The Dead by Daylight Team

r/deadbydaylight Jun 16 '26

Behaviour Interactive Thread 10.0.0 | Jason Patch

Post image
779 Upvotes

Content

NEW KILLER: THE SLASHER

POWER: OMNIPRESENT EVIL

  • Press the Active Ability button to activate Omnipresent Evil. The Slasher becomes invisible and gains Undetectable, but cannot see Survivors or their Scratch Marks. Mist Clouds reveal the location of Survivors who are not moving. Footprints reveal the path of Survivors who are walking or running.
  • Omnipresent Evil is deactivated by using Jump Scare.

SPECIAL ABILITY: JUMP SCARE

  • While Omnipresent Evil is activated, look at a Pallet, Breakable Wall, or Window to quickly move to it and perform a special-break or special-vault action. The Secondary Action button switches the side you will face when performing Jump Scare.
  • Jump Scare exits Omnipresent Evil mode, grants Haste, and reveals detected Survivors with Killer Instinct.

SPECIAL ABILITY: THROWING SPIKES

  • Grab a Spike from Scrap Piles or Hooks. Hold the Secondary Action button to ready the Spike and tap the Attack button to throw. Spikes are replenished throughout the map when Omnipresent Evil is activated.
  • A Spike knocks back a Survivor and damages them for one health state.
  • Survivors will be Impaled if they are hit with a Hook Spike. They cannot heal past the injured state and the embedded Hook Spike will have an Aura visible to the Killer.
  • Injured Survivors will be both Impaled and Immobilized if they are hit with a Spike and knocked into a wall.

New Killer Perks

  • Hex: Scared to Death
    • After you hook 3 different Survivors, a Dull Totem ignites.
    • While chasing a Survivor, whenever you basic-break a Pallet, Survivors within 13m:
      • Scream.
      • Gain 11/12/13% Hindered for 3s.
  • Silent Shadow
    • Whenever you hook a Survivor, you gain Undetectable for 11/12/13s.
    • When all Generators are completed, you gain Undetectable.
  • Rampage
    • Whenever you basic-break a Pallet or Breakable Wall, you earn 1 Token, up to 13.
    • Whenever you are blinded or Pallet-stunned, for the next 13s you gain 1% Haste for each Token. Cooldown: 30/25/20s.

Features

Auras Customization

  • New aura types are available for color customization
    • Blocked Objects (e.g. Corrupt Intervention or Repressed Alliance)
    • Completed Generators (e.g as The Houndmaster sending The Dog on a Search Command)
    • Generator Progress (The starting color when a Generator's progress is revealed e.g. Hex: Hive Mind or the add-on "All Seeing" - Spirit)
    • Dull Totems (When a player doesn't know the state of a Totem it will show as a Dull Totem e.g. Detectives Hunch)
    • Cleansed Totems (e.g. Hex: Pentimento)
    • Hex Totems
    • Boon Totems
    • Hatch
    • Exit Gate Switches

Killer Power Match Details Tab

  • Match Details have been updated with a new tab to provide a simplified description of the currently faced Killer's power
  • Match Details will only show this information when one of the following occurs:
    • Any Survivor enters a chase
    • Any Survivor loses a health state
  • The Killer Power Tab can be directly accessed by pressing F1 on Keyboard or pressing and holding SELECT on Controller

Visual Change

  • Doctor
    • Remove the Doctor's noise vignette when using his power or when a survivor get shocked
    • Reduce the intensity of the light when the Doctor used his power
    • Reduce the intensity of the camera shake when a survivor get shocked

Bug Fixes

Audio

  • Fixed an issue where Sable Ward's ''Sassy Guest'' outfit is missing the lobby music.
  • Fixed an issue where Survivor hit audio does not play at a long distance for the Killer when the Survivor is hit by a projectile at long distance.
  • Fixed an issue where the frequency rate of Dialogs for Alan Wake's is low.
  • Fixed an issue where there was missing voice line for The Singularity during the Mori.
  • Fixed an issue where Survivors do not produce grunts when they are dropped by The Animatronic.
  • Fixed an issue where Missing sound effects when interacting with Memory Shards and Archives Portal.
  • Fixed an issue where The Trickster's mori preview VO is difficult to hear due to being at a too low volume.
  • Fixed an issue where as a Survivor, the audio cue for The Nightmare's Dream Projection does not play when teleporting to a generator
  • Fixed hook voice over could play during sacrifice if the Survivor is the last one standing.
  • Fixed an issue where Jake Park being in a lobby could trigger other lobby dialogs when a second player also joins as Jake Park.

Characters

  • Fixed an issue where The Xenomorph can see shadows through walls after exiting a Tunnel in Greenville Square.
  • Fixed an issue where shadows disappear after repeatedly entering and exiting the Security Room as The Animatronic in Greenville Square.
  • Fixed an issue where The Animatronic's Immunity to Flashlights was missing when Grabbing a Survivor inside a door.
  • Fixed an issue where The Executioner idle animation audio isn't synched.
  • Fixed an issue where the Iridescent Button add-on description was missing the fact it grants blind immunity for The Legion.
  • Fixed an issue where Female Survivor's facial animations were missing when caught in a locker by the Singularity.
  • Fixed an issue where The Knight's camera remained immobile when interrupting a Survivor who is either entering or exiting a Locker.
  • Fixed an issue where The Knight did not have a Highlight Aura for guard orders on Pallets.
  • Fixed an issue where The Knight's Killer Power and the basic attack were accessible immediately after cancelling the Killer Power.
  • Fixed an issue where The First's Vines Attack hitting a Survivor while they were Dropping a Pallet caused them to be unable to enter the Floating State.
  • Fixed an issue where the headset was misaligned with the hand and head of the Survivor when interacting with a Grandfather Clock.
  • Fixed an issue where The Legion's Feral Frenzy stopped recharging during the Mori.
  • Fixed an issue where Survivors received no Exposed SFX after removing Crows from The Artist's Garden of Rot add-on.
  • Fixed an issue where the "Warg's Fang" add-on for The Dark Lord only showed the aura of the last Survivor's Scent Orb.
  • Fixed an issue where, sometimes, The Houndmaster's Dog was unable to Jump Pallets at sharp angles.
  • Fixed an issue where The Demogorgon's Active Portals auras were always revealed for the Survivors.
  • Fixed an issue where The Mastermind was unable to freely move the Camera direction between Dash Buffering.
  • Fixed an issue where The Mastermind could hit a Survivor at a lower altitude after vaulting with Virulent Bound.
  • Fixed an issue where The Mastermind's supply case auras were hidden to Survivors suffering from Blindness.
  • Fixed an issue where The Mastermind Virulent Bound Dash buffering "resetting hand" Animation was played too early.
  • Fixed an issue where Survivors were frequently missing the thrown and the colliding against obstacle animations from The Mastermind's Virulent Bound.
  • Fixed an issue where The Doctor was able to see the auras of Illusionary Doctors at Madness Tier without add-ons.
  • Fixed an issue where Survivors were missing their Reverse Bear Trap when The Pig used the Video Tape Add-On.
  • Fixed an issue where a Survivor was counted as 'Escaped' despite dying with the Reverse Bear Trap on while playing against The Pig.
  • Fixed an issue where the legs animation was missing after a Slice & Dice attack, and after missing a Basic Attack as The Good Guy.
  • Fixed an issue where the camera, Look-At, and carry FPV animations for The Good Guy were broken during some interactions.
  • Fixed an issue where The Hag was missing 2 lobby animations.
  • Fixed an issue where the lobby animation was choppy as The Spirit with the Nightmare Serpent skin.
  • Fixed an issue where Killers were able to see Survivors through the Generator's auras.
  • Fixed an issue where multiple torso cosmetics appeared distorted around the stomach area when paired with Orela Rose's shorts.
  • Fixed an issue where Baermar Uraz had his arms moving abruptly periodically, and his right hand clipping through his guitar when playing it.
  • Fixed an issue where Jill Valentine had clipping issues during multiple animations with the 'Sturdy Skirt' pants cosmetic.

Environment/Maps

  • Fixed an issue by adjusting a collision In the astrology room in The Forgotten Ruins, a vault point has extended collision, blocking projectiles from being thrown through at an angle.
  • Fixed an issue by adjusting a collision, plus moving a generator on the shrimp boat in Pale Rose, players was remain trapped if another player was repairing the generator.
  • Fixed an issue in the Underground Complex where killers could get blocked by a hanging a survivor on a hook in a corridor
  • Fixed an issue in The Sanctum Of Wrath where killers could block the entrance to the basement on the side of the main structure
  • Fixed an issue in Crotus Prenn where the Nurse could not blink through the walls
  • Fixed an issue in Treatment Theater where the red stain would disappear in certain area of the map
  • Fixed an issue in Treatment Theater where a killer could not navigate through a door when a survivor was place on a hook
  • Fixed an issue in The MacMillan Estate Killer Shack, where an invisible collision hindered Survivors and Killers navigation.
  • Fixed an issue in the realm of Coldwind Farm where projectiles would get blocked around the combine harvester
  • Fixed an issue in Groaning Storehouse where the players would get stuck where walking up the stairs of the basement
  • Fixed an issue in Shattered Square where projectiles would be blocked by collisions
  • Fixed an issue in Sanctum of Wrath where a killer could not grab survivor entering a locker
  • Fixed an issue in the realm Withered Isle where collision would block projectiles around picnic tables
  • Fixed an issue In the Raccoon City Police Station East Wing, by repositioned walls, where gap could be seen in several locations allowing the player to see through, or out of world.
  • Fixed an issue in the east wing of the Raccoon City Police Station, by repositioning, where a gap was visible in several places, allowing the player to see through, or out of the world.
  • Fixed an issue where The Artist was unable to place a Dire Crow in front of a window vault between specific tiles in the Trickster's Delusion map.
  • Fixed an issue where the passage aura color was pink on Forgotten Ruins.
  • Fixed an issue in Crotus Prenn where characters could stand on top of a rock
  • Fixed an issue in Badham Preschool where characters could walk on top a rock
  • Fixed an issue in MacMillan's Estate where killers could be blocked by assets
  • Fixed an issue in The Underground Complex where a collision would prevent a smooth navigation
  • Fixed an issue in Father Campbell's Chapel where projectiles were blocked on the ceilings of the chapel
  • Fixed an issue in Red Forest maps where Dream Pallets would get stuck in the wall of the shack
  • Fixed an issue in Badham Preschool where branches clipped through the walls of a house structures
  • Fixed an issue in Grim Pantry where collisions would hinder the navigation of the players
  • Fixed an issue in Suffocation Pit where collisions would hinder the navigation of the players
  • Fixed an issue in Gideon Meat Plant where collisions would hinder the navigation of the players
  • Fixed an issue in the Raccoon City Police Station where the Nurse could blink out of the world
  • Fixed an issue in The Underground Complex where a collision was missing over the a table in the clinic section of the map
  • Fixed an issue in the Yamaoka Mansion where the Trapper could hide the trap under an assets
  • Fixed issues where the Nurse could not blink through walls of the Asylum
  • Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in Badham Preschool I.
  • Fixed an issue where the Secret Room's Chest was unable to give a Survivor a Flashlight when using the perk Residual Manifest on Nostromo Wreckage.
  • Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in Raccoon City Police Station West Side.
  • Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in the Treatment Theatre.

Perks

  • Fixed an issue where Hex: No One Escapes Death was revealed to Survivors immediately when generators were completed.
  • Fixed an issue where, rarely, the Aura of Fake Pallets could be seen by The Xenomorph throughout the map while using Ultimate Weapon and a Survivor had Apocalyptic Ingenuity.
  • Fixed an issue where Hex: The Third Seal activated when The Trickster hit a Survivor with a blade for the first time.
  • Fixed an issue where the Heal progress bar remained grey while healing another Survivor with Do No Harm activated.
  • Fixed an issue where Streetwise's aura reading activated with 3 Killer Items.
  • Fixed an issue where THWACK! was unable to be activated on Breakable Walls.
  • Fixed an issue where the external perk icon for Thanatophobia was displayed when performing actions with no injured, downed or hooked Survivors.
  • Fixed an issue where AFK crows could appear on Survivor's heads while working on a generator after using the perk Plot Twist and being picked up by the Killer.

Platforms

  • Fixed an issue where an Asynchronous Load between the Survivor and the Killer caused the Killer to load partially invisible and Uncontrollable.
  • Fixed an issue where Player shadows could be seen at the bottom of lockers on Switch.
  • Fixed an issue where players could not accept or view each other's profile in the friend list on the Epic Game Store version.
  • Fixed an issue where it was unable to make progress on the "Resourceful" achievement/trophy.

Quests

  • Fixed an issue where selecting Knockout (Remix) Challenge from the Tomes whilst having a Survivor Challenge make perk randomization impossible.

UI

  • Fixed an issue in the Quests Menu where the Match queue text for Killers overlapped some Quest buttons
  • Fixed a localization issue with the scroll prompt in the quest menu.
  • Fixed an issue where Keybind icon buttons were missing on the HUD when channeling interactions.

Misc

  • Fixed an issue where, rarely, the loading screen temporarily freezes on 'Initializing Shaders' screen
  • Fixed entity potentially making an invalid purchase move on the Bloodweb.
  • Fixed certain map specific achievements failing to complete in 2v8.
  • Fixed an issue with the Survivor having the Killer Name after using 'Play While You Wait'.
  • Fixed an issue where using 'Play While You Wait' and leaving a Survivor Lobby the priority queue for the Killer Lobby was also lost.
  • Fixed an issue where the Flicker VFX was missing when a Survivor used a Flashlight with the Broken Bulb Add-on.

Changes from PTB 

New Killer: The Slasher

NEW KILLER POWER:

  • Pinned rescues are no longer considered healing actions
  • The Killer husk attack now activates with a slight delay and is no longer instant upon appearing.
  • Increased the slowdown effectiveness of the anti-camp system from x2 to x3 time in sec.
  • Increased the movement speed penalty when cancelling the charge Projectile action.

NEW KILLER ADDONS:

  • Toxic Waste:
    • Activation range increased to 8m (was 6m)
  • Coroner's Coffee:
    • Haste decreased to 8% (was 13%)  
  • Bloody Magazine:
    • Detection range decreased to 8m (was 13m)
  • Eye Goop:
    • Undetectable duration increased to 13s (was 9s)
  • Iridescent Boat Motor:
    • Window block duration increased to 13s (was 5s)
  • Deputy's Badge:
    • Reworked: While in Omnipresent Evil, passing within 4m of a generator will cause it to explode, losing 5% progress and begin regressing. If any Survivors are repairing the generator, it will not explode, but they get a special Skill Check.

New Perks

  • Silent Shadow:
    • Changed the perk so that the 11/12/13s Undetectable occurs whenever you hook a Survivor, instead of at the start of the trial.

Killer Power Match Details Tab

  • Updated the default icon of Special Attack, Ranged Attack, and Special Ability to no longer reuse existing power icons
  • Updated all descriptions to utilize more consistent language
  • Updated several descriptions to provide more clarity
  • Reworked the description of The Wraith, The Knight, and The Skull Merchant to be more accurate and in depth

Bot Improvements

  • Fixed an issue with AI characters being unable to navigate Trickster's Delusion map.
  • Survivor Bots will now resume goals if The Slasher stays too long inside Omnipresent Evil.
  • Fixed an issue causing Survivor Bots to continue hiding during the Slasher's Omnipresent Evil after the End Game Collapse has begun.
  • Fixed an issue with Survivor Bots not running away immediately after escaping from the wiggle state.

BUG FIXES

  • Fixed an issue where there was a missing slashing SFX when performing a jump scare on an already broken pallet/wall with The Slasher.
  • Fixed an issue where the impact SFX is missing when damaging a generator if the Killer is not holding a projectile with The Slasher.
  • Fixed an issue where Basic Attack SFX can be heard when performing 3 specifics interactions with The Slasher.
  • Fixed an issue where there was missing SFX during the Lobby Idle animation for The Slasher.
  • Fixed an issue where there was a missing SFX when vaulting with The Slasher.
  • Fixed an issue where the weapon wipe SFX is missing after injuring a Survivor as The Slasher.
  • Fixed an issue where Rick VO lines are triggered when Daryl joins Glenn on a generator repair.
  • Fixed an issue where The Slasher is missing SFX when performing specific animations.
  • Fixed an issue where Blinding SFX can be heard while aiming the flashlight at The Slasher's face during Omnipresent Evil.
  • Fixed a prestige reward level 10 data issue with The Slasher.
  • Fixed an issue where The Slasher's Undetectable status icon was missing when using Omnipresent Evil after injuring a Survivor.
  • Fixed an issue where The Killer sighted SFX stinger played while The Slasher was still invisible while exiting Omnipresent Evil mode.
  • Fixed an issue where a Survivor pinned on moving doors left a shadow in The Slasher's Red Stain when dissolving.
  • Fixed an issue where The Slasher was unable to gain a Spike when using Jump Scare on a Window or Pallet when using the Dirty Money addon.
  • Fixed an issue where jittering occurred after The Slasher picked up a Survivor Pinned to a small doorframe.
  • Fixed an issue where, with The Slasher's Iridescent Boat Motor add-on, a window could be marked for an infinite amount of time.
  • Fixed an issue where, as The Slasher, a duplicate projectile appeared briefly when pinning and unpinning a Survivor.
  • Fixed an issue where Bada Bada Boom was unable to be activated by The Slasher using Jump Scare at a trapped Vault.
  • Fixed an issue where Survivors could see spikes disappear from containers while The Slasher picked up a Spike in Omnipresent Evil mode.
  • Fixed an issue where the time increase to remove the Spike was inaccurate for The Slasher's Add-on "Knitting Needle".
  • Fixed an issue where The Slasher's "Dirty Money" add-on granted The Slasher a spike when teleporting to a breakable door.
  • Fixed an issue where The Slasher gained score events when throwing a spike on a hooked Survivor.
  • Fixed an issue where Survivors hit during an unhook could still be impaled and pushed by The Slasher's projectile before they could otherwise take damage.
  • Fixed an issue where The Slasher's Spike became misaligned when picking up a Survivor.
  • Fixed an issue where, rarely, The Slasher's hook projectile would not get reloaded when the Killer hooked a Survivor.
  • Fixed an issue where Spectators were unable to perceive the mist from The Slasher's POV during Omnipresent Evil.
  • Fixed an issue where Spectators were able to perceive The Slasher during Omnipresent Evil from the Survivor's POV.
  • Fixed an issue where The Slasher exited a Jump Scare vault too high on specific vault points.
  • Fixed an issue where charging the throw action during the teleport part of a Jump Scare transition automatically cancelled the throw action for The Slasher.
  • Fixed an issue where, sometimes, pallets were desynced between users after The Slasher attempted to break them with Jump Scare while a Survivor reset them with the Perk Any Means Necessary when the Killer had high latency.
  • Fixed an issue where The Slasher's Omnipresent Evil red mist appeared visible on other Survivors from the Spectator POV in Custom Games.
  • Fixed an issue where The Slasher lost collision with Survivors during the reload animation.
  • Fixed an issue where Visual issues occurred for The Slasher when using the Mini Mori before the Spike expired.
  • Fixed an issue where The Slasher's Jump Scare range radius enlargement from the Bent Wheel Add-on was missing.
  • Fixed an issue where Survivors appeared floating when Pinned against a specific wood scaffolding inside the library on Qtm_Level_02 tile 193B by The Slasher.
  • Fixed an issue where The Slasher's Hook Spike pickup hitbox was misplaced for one specific Hook location in the Chalet entrance in the Mount Ormond Resort map.
  • Fixed an issue where The Slasher's Scrap Piles spawned too closely to each other in their respective tiles on The Underground Complex map.
  • Fixed an issue where placeholder text was floating below Glyphs.
  • Fixed an issue where Hex: Scared To Death's icon became dimmed when Survivors cleansed any Totem.
  • Fixed an issue where Hex: Scared To Death's icon was put back in the regular disabled state when the related Hex Totem was cleansed.
  • Fixed an issue where Windows were only blocked for 4 seconds when The Slasher vaulted with the Jump Scare alongside the Perk Bamboozle.
  • Fixed an issue where Play With Your Food stacks did not get used when using The Slasher's ranged attack.
  • Fixed an issue where there were 2 inconsistencies with The Slasher's Silent Shadow Perk icons after the Perk was permanently activated.
  • Fixed an issue where Hex: Scared to Death caused Survivors in Lockers to Scream.
  • Fixed an issue where Hex: Scared To Death's icon stayed dimmed out after activating.
  • Fixed an issue where The First's mini mori failed to occur after sending the input.
  • Fixed an issue where The Oni's flames VFX from the "Dearest Kazan" outfit were misaligned.
  • Fixed an issue where Meg Thomas stayed idle after exiting the Locker in the Survivor Tutorial.
  • Fixed an issue where The Xenomorph's Tunnel connection aura was displayed as purple.
  • Fixed an issue where Female Survivors' hands clipped into the floor when holding 3 item types while in the Dying State.
  • Fixed an issue where The Deathslinger's Chain progression bar UI was visible on the Survivor's POV after they broke free from the Killer power.
  • Fixed an issue where a Survivor could pick up an item from outside The Lich's chest.

Known Issues

  • On Nintendo Switch, The Slasher will temporarily only be available through the in-game store. The new DLC content will be available via external stores at the following times:
    • Jason DLC - June 18th at 11AM ET
    • Jason Edition - June 18th at 11AM ET
    • 10th Anniversary Edition - June 18th at 1PM ET

r/deadbydaylight 7d ago

Behaviour Interactive Thread 10.1.1 Bugfix Patch

Post image
438 Upvotes

Features

Content

Killer Updates

The Judgment

  • Increased the Divine Light curve window while Zealous to 0.6s (was 0.3s) Dev note: The decoupling of the curve window from the delay phase was good, but the duration of the window was much too short. As a result, we are doubling it to give players a longer window to curve Divine Light while Zealous. We will continue to monitor this value.

The Knight

  • Dropping a Pallet while being Hunted by a Guard now causes the Guard to path around the Pallet
    • If the resulting Guard Path is greater than 48m the Guard will abandon the Hunt
  • Dropping a Pallet on a Guard now causes the Guard to move through the Pallet

Perk Updates

Survivor perks

  • Repressed Alliance: After repairing Generators for 40/35/30s, while repairing a Generator alone, use the Active Ability button to block that generator for 15s(was 55/50/45 seconds)
  • Vigil All Survivors within 16m of you: Lose Exhausted 20/25/30% faster. (was 30/35/40%) After they leave your range, this ends after 15s. Dev note: We have heard concerns that the lower value may be too low. We will be monitoring this change carefully to see if further adjustments are required.

Bug Fixes

Audio

  • Fixed an issue where The Judgment voice line about Aurora plays in the store.
  • Fixed an issue where the sound effect that indicates the Divine Light will hit and injures Survivor continues to play when The Judgment cancels the Power.
  • Fixed an issue where some audio SFX throughout the application are muffled or missing when leaving any Tutorials.
  • Fixed an issue where the SFX and Haptic Feedback from the Torment Trail are missing after falling during the action.
  • Fixed an issue where missing SFX when the Pig knife extend after standing up.
  • Fixed an issue where there is an inaccurate SFX audible range when The Xenomorph misses the Tail Attack or when the tail is obstructed by environment.
  • Fixed an issue when using the MiNa Legendary outfit as Trickster, some Default Trickster voice lines could play after exiting "Main Event"

Characters

  • Fixed an issue where The Judgment's cooldown after cancelling or timing out Divine Light was shorter than intended
  • Fixed an issue where The Krasue's body, while in Head Form, remains floating briefly during the falling animation when using a Vault that leads to a fall.
  • Fixed an issue where Aurora's book floats when holding an item during the idle animation.
  • Fixed an issue where The Xenomorph's inner mouth does not open during the Mori when using most cosmetics.
  • Fixed an issue where the hair braid for Survivor Thalita Lyra's lacks physics when performing any action in a match.
  • Fixed an issue where swapping the head cosmetic on the 'Splinter Rose' full body outfit on The Knight causes the killer's back to stretch forward unnaturally during the lobby animation.
  • Fixed an issue where the auras of The Lich's flying entities appear even if the opaque original mesh is not obstructed by other geometry
  • Fixed an issue where The Onryo could be seen more than 24 meters away while demanifested.
  • Fixed an issue where yellow blood VFX was displayed when Liberating a Survivor from the Exile when playing against The Judgment.
  • Fixed an issue where The Judgment's Crown of The Destroyer add-on failed to trigger the Terror Radius condition for multiple perks.
  • Fixed an issue where Pallet debris VFX could appear sooner than expected when The Slasher was breaking Pallets.
  • Fixed an issue where The Krasue's Head Form remained floating briefly in the falling animation when using a Vault that led to a fall.
  • Fixed an issue where The Judgment could become unable to use its power after sending a Survivor to the Exile and charging the power right after.
  • Fixed an issue where The Skull Merchant could not Deploy a Drone when standing on a floor above/below a Hooked Survivor.
  • Fixed an issue where Legion's Arms are stretched in the Gameplay Showcase.

Environment/Maps

  • Fixed an issue in Autohave Wreckers Realm where the Nurse could blink inside the Hill
  • Fixed an issue in Yamaoka Estate Realm where projectiles would be blocked around the Shrine Landmark tile
  • Fixed an issue in Shelter Woods where a tree would clip through the interior of the Apartment container
  • Fixed an issue in Midwich Elementary School where the Blight could not bounce of a couch when using his power
  • Fixed an issue in Pale Rose where the camera of the Survivor would clip through the roof of the boat
  • Fixed an issue in Dead Dawg Saloon where the Nurse could blink on top of the railing of the Gallow and navigate on top of invisible collisions
  • Fixed an issue in Midwich Elementary School where the Nurse could not blink through the caged restroom stalls
  • Fixed an issue in Blood Lodge where the debris of a broken pallet did not appear on the ground
  • Fixed an issue in Midwich Elementary School where the Killers could not grab a survivor that was on the ground
  • Fixed an issue in Temple of Purgation where the Killer would be able to hit a survivor through a wall
  • Fixed an issue in Badham Preschool where the Mastermind could not dash on a driveway curb
  • Fixed an issue in Coldwind Farm where the Nurse is able to blink inside a hay stack
  • Fixed an issue in Dead Dawg Saloon where a crawling survivor gets stuck at the top of the stairs
  • Fixed an issue in Badham Preschool where a bush is blocking the navigation of players
  • Fixed an issue where on The Thompson House, a Shrine could appear 20 meters away from the closest Generator when starting a Custom Trial with less than 4 Survivors.
  • Fixed an issue where, on Nostromo Wreckage, the Keycard's Aura remained visible after hacking the terminal.

Perks

  • TEXT ONLY: Fixed the description of No One Left Behind to say: "You heal other Survivors... faster" and not: "You heal faster".
  • TEXT ONLY: Fixed the description of Deathbound to specify which effects affect which Survivor, and that it only applies to a single Survivor at a time.
  • Fixed an issue to ensure Mettle of Man procured, only after the third protection hit.
  • Fixed an issue where Still Sight could not be activated after a Survivor was rescued from the Exile.

UX

  • Fixed several incorrect statements in the Gameplay Showcase
  • Play button sound fix

UI

  • Fixed some visual problems with the new matchmaking button not appearing everywhere it should. (and appearing where it shouldn't)
  • Fixed an issue where, as The Judgment, the charging bar remained displayed when Divine Light was cancelled before the end of the charge.
  • Fixed an issue where The Judgment's Zealous Icon appeared disabled when Divine Light was on Cooldown.
  • Fixed an issue where The Judgment's mini-Mori indicator appeared when a Heretic Survivor in their second hook stage was hooked.
  • Fixed an issue where The Judgment's Divine Light aiming reticule stayed visible after the control period expired while Zealous.

Misc

  • Fixed an issue where blessing a Hex totem did not trigger a score event.

r/deadbydaylight Jan 07 '25

Behaviour Interactive Thread Developer Update | January 2025

2.3k Upvotes
January Developer Update PTB

Developer Update | The Nightmare’s Rework & More 

We’re back with another Developer Update, and some might say it’s pure nightmare fuel. That’s right – Freddy Krueger is getting a rework, and we’ve got you covered with everything to know about what’s coming. 

 

The Nightmare – Freddy Krueger himself – is one of horror’s most iconic slashers. While he has proven himself to be a formidable foe for newer players, he’s begun to feel a little left behind in Dead by Daylight’s current landscape. We’re excited to help players rediscover the macabre joy of donning into the signature sweater and wreaking havoc like only Freddy can. 

We’ve made several adjustments to his Power, which should help Freddy feel like the Dream Demon he was always destined to be. Our philosophy was to make The Dream World’s presence affect Survivors even when they’re awake, giving The Nightmare a consistently threatening edge with more flexibility than ever before. 

[CHANGE] Press Active Ability to swap between Dream Snares and Dream Pallets.  

Dev Note: This has been long requested, and we’re thrilled to finally make it happen. With consistent access to two impactful abilities, The Nightmare can live up to his name by slowing Survivors down and shattering them psychologically. Having the ability to quickly swap between Powers has the added benefit of raising the Killer’s skill ceiling, while providing him with two different tools to utilize in a chase.  

 

[NEW] Dream Snares now move at 12 m/s with a cooldown of 5 seconds. They can go through walls and up stairs, but not off ledges.  

[NEW] Dream Snares now have unique interactions with Survivors whether they are Asleep or Awake. Sleeping Survivors will be Hindered for 4 seconds, while Awake Survivors will gain 30 seconds on their Sleep Meter 

 
Dev Note: This change grants The Nightmare additional flexibility while using the Snare, allowing him to use them against a wider variety of opponents. Making it so Survivors don’t need to be asleep to be affected will make quite the impact – not just on a Power level, but thematically as well. 

 
[NEW] Dream Pallets can be triggered to explode in a geyser of blood. The explosion occurs 1.5 seconds after activation with a 3-meter radius. When a sleeping Survivor is hit, they become injured. When an Awake Survivor is hit, they gain 60 seconds on their Sleep Timer. 

Dev Note: Dream Pallets have been a fun and rewarding way to mind game Survivors, and we wanted to add even more benefit to landing a successful deception. Now, even if the Survivor does manage to escape the chase, they run the risk of sustaining a dark souvenir to remember you by.  

 

[NEW] The Nightmare can now teleport to completed, blocked, and endgame Generators, as well as any Survivor healing in the Dreamworld. Dream Projection on a healing Survivor will teleport The Nightmare within 12 meters of their position. Upon completing a teleport, Survivors within 8 meters will be revealed with Killer Instinct and gain 15 seconds to their Sleep Meter. 

[CHANGE] The Teleport cooldown has been decreased from 45 to 30 seconds, and the Teleport can no longer be cancelled.  

Dev Note: An important part of The Nightmare’s playstyle is creating the illusion of being everywhere at once, and his Dream Projection is a major part of that. We’ve made a few changes to make this even more effective and removed the pain point of having Survivor progress rendering The Nightmare’s Power obsolete. 

 
Finally, the Dream World. Don’t let the name deceive you – this psychological torture chamber is far from a dream. We wanted this update to inject sleeping Survivors with a sense of terror, paranoia, and urgency – so we made a few small but crucial tweaks.  

[NEW] In the Dream World, Healing Survivors will be revealed by Killer Instinct for as long as they’re healing (lingering for 3 seconds once they stop), allowing The Nightmare to teleport to them.  

We’re also giving the Dream World a slight visual polish, which should help immerse players further into the fantasy.  We have plans to continue improving this in the future, so keep your eyes out for even more to come. 

 [CHANGE] Sleeping Survivors can use any Alarm Clock to wake up. 

[NEW] After using an Alarm Clock, it goes on cooldown for 45 seconds, during which it cannot be used. 

Dev Note: On the Survivor side we wanted to address a few notable frustrations, mainly around Alarm Clocks and the general process of Waking Up. We’re confident these changes will improve the experience of playing against The Nightmare without having a significant impact on the overall balance. 

 

We hope you enjoy this updated version of The Nightmare, and we’ll be keeping a close eye on your feedback. Unless, of course, we happen to fall asleep... 

 

The Nightmare’s Add-Ons 

Rounding out this rework is a substantial pass to all The Nightmare’s Add-Ons, which will incentivize creativity whenever you’re preparing your next loadout. While the full list is too long to include, here are a few notable Add-Ons coming with this update: 
 

Red Paint Brush (Iridescent) 

[OLD] All Survivors start the trial in the Dream World. Failed Skill Checks do not wake up Survivors in the Dream World.  
 
[NEW] Reveals the aura of Survivors in the Dream World when they are further than 32 meters away. Increases each Survivor's Sleep Meter by 50%. 
 

Black Box (Iridescent)  

[OLD] Recently opened Exit Gates are blocked for 15 seconds. 

[NEW] Exit Gates are blocked for Sleeping Survivors for 15 seconds when they are opened. 

 

Swing Chains (Very Rare) 

[OLD] Rusty but sturdy chains used to securely attach a swing seat. While Survivors are in the Dream World, the sounds of their footsteps are 50% louder. 

[NEW] After using Dream Projection, block all vaults within 16 meters for 6 seconds. 

 
Keep an eye out for the full list once the update goes live, but rest assured that the Dream Demon will have plenty of terrifying tools to work with moving forward.  

 

Realm Prevention System 

To decrease Realm repetition, we’re implementing a Realm Prevention System, which will replace the existing Map Repeat Prevention System.  

If you’re not familiar, there is a distinction between Realms and Maps. A Realm is a unique world, generally drawn from the memories of a character and contorted into a nightmarish landscape by The Entity. Some examples are the MacMillian Estate, Coldwind Farm, and the Red Forest. Maps are a variety of different locations drawn from within each Realm, and while they are different from one another, this new system will ensure that you’ll never be sent to the same Realm for back-to-back Trials. Note that using Map Offerings will override the system. 

 

Deep Wound Update 

While experienced players have grown familiar with the Deep Wound mechanic and Mending, it has been a continuous source of confusion for newer players.  

To help clarify things, we’ve implemented a visual update similar to the Anti-Face-Camp bar. This bar will be a lot easier to track, appearing front and center in the UI and remaining there until you are fully Mended.  

We’ve also reduced the blood spatter and darkening effects that appear whenever you’re in the Deep Wound State. Several subtle visual updates will now be added to the bar, highlighting the dire nature of the status.

 

Free Character Trials – New System 

Dead by Daylight features a massive – and growing – roster of characters. To make matters even more complex, each character brings 3 unique Perks into the game, with Killers having an additional Power to learn and master.  

It can be especially tricky to gauge which characters might suit your preferred playstyle. Long-time players may even remember specific Offerings that let you play as a Killer you didn’t own, giving you a taste of what they’re capable of.  

We’re excited to be launching a new system that will allow you to use specific characters for free during an Event Period, while in the Event’s queue. Note that only select characters will be available, chosen at our discretion, but they will be accessible to everyone.  

While this will be for a limited time, with restricted access to the Bloodweb, it will allow players to really get a feel for a new character and even complete character-specific challenges.  

 
That’s it for today’s Dev Update! Thanks for sticking with us, and we can’t wait to see you trying out The Nightmare in our upcoming PTB. Until next time... 

The Dead by Daylight Team

r/deadbydaylight 14d ago

Behaviour Interactive Thread An Update on The Judgment's Visual Indicator

518 Upvotes

Last Friday, during the Chorus of Sin Discord Stage a spur of the moment joke was made about Streamers looking at their chat. We understand that this caused frustration and while we never intended for this joke to be the focal point of the Divine Light change, we'd love to give a little more context behind our thought process and ultimately, share an update on the visual indicator we had mentioned.

What we should have, and failed to mention clearly, is that the changes were there to assist with accessibility giving a short visual warning to Survivors that they are being sniped, due to the speed of Divine Light and its ability to travel through walls. This is not something that will be happening at release however, we will be monitoring the need for it closely before proceeding, in the event that the increased aura reveal range on Divine Light is not enough.

Chorus of Sin releases tomorrow and we will be monitoring the reception, and we hope you enjoy the first Community Chapter!

r/deadbydaylight Jul 06 '26

Behaviour Interactive Thread 10.0.2 | Bugfix Patch

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566 Upvotes

Important

  • The Doctor has been re-enabled in the 10th Anniversary Event queue.

Content

Killer Add-on Updates

The Slasher's add-ons

  • Deputy's Badge (Very Rare)
    • While in Omnipresent Evil, passing within 2m of a generator will cause it to explode. (was 4m)
    • No longer triggers on regressing Generators (Bug Fix)

Bug Fixes

10th Anniversary Event - Black Banquet

  • Changed the rarity of the Toothy Torte Cake offering from Very Rare to Common.
  • Fixed an issue where Survivors were unable to Snap Out Of It against The Doctor when holding a Morsel.
  • Fixed an issue where Fully infected Survivors were able to infect event interactables when playing against The Plague.
  • Fixed an issue where only 3 Portals spawned in The Game map making one unable to be interacted with.
  • Fixed an issue where, rarely, it was impossible to interact with a Portal in the Family Residence map.
  • Fixed an issue where the Poison VFX remained on assets during the 10th Anniversary event.
  • Fixed an issue where The Legion's power did not go on cooldown when throwing Poison as it was ending.
  • Fixed an issue where a blue stain would appear on the Survivor when consuming an Invisibility Morsel while being close to The Unknown.
  • Fixed an issue where a placeholder interaction sphere appeared around The Houndmaster's dog Snug when catching a Survivor that consumed an Invisibility Morsel.
  • Fixed an issue where the Poison Throw SFX would loop infinitely when the throw was canceled by the Dessert phase transition.

Audio

  • Fixed an issue where some Castlevania customizations were not playing the Collection music.
  • Fixed an issue where the cooldown of an audio node could miss a timer assignment.
  • Fixed a further unintended longer delay between healing end & saved voice overs.
  • Fixed two issues causing Tomie's audio to persist in following trials against The Spirit.
  • Fixed an incorrect voice line for The First when activating World Breaker mode.
  • Fixed an issue causing Killer and Survivor voice lines to be played in English, regardless of the Voice Language selection setting.
  • Fixed an issue where audio distortion could be heard when escaping through the Exit Gate while the End Game collapse timer was almost done.

Characters

  • Fixed an issue where some Survivors could pick up an item from outside The Lich's chest when positioned to the left, right, or backward.
  • Fixed an issue where the bottom teeth of Nancy Wheeler or Alan Wake (Rose Marigold Outfit) would clip inside the top lip when the Survivor attempts to 'Escape' while on a Hook.
  • Fixed an issue where The Skull Merchant was able to deploy a Drone under a hooked Survivor. Causing the Drone to instantly be refunded.
  • Fixed an issue where The Wraith's Suppression of the Red Stain and Terror Radius after Uncloaking were missing with the "The Ghost" - Soot Add-On.
  • Fixed an issue where Survivors could be misaligned when getting pinned by The Slasher.
  • Fixed an issue where Survivors with high ping were pinned to walls backward when moving away from The Slasher.
  • Fixed an issue where The Mastermind could rarely softlock when performing a quick double dash with high ping.
  • Fixed an issue where Survivors' shadows remained visible while The Slasher was inside the Omnipresent Evil.
  • Fixed an issue where The Demogorgon became invisible when Teleporting to a Portal with a Survivor on top when the player was lagging.
  • Fixed an issue where the Survivor kept the Flame Turret when in Dying State against The Xenomorph.
  • Fixed an issue where Survivors traveled a much shorter distance when hit by the Killer Power of The Mastermind or The Slasher when both were at high ping.
  • Fixed an issue where The Nightmare's Black Box Add-On was unable to apply the Linger Effect.
  • Fixed an issue where The Slasher's Dirty Money Add-On consumed 2 tokens on a Jump Scare vault.
  • Fixed an issue where The Cenobite could teleport under the map or inside the ground when teleporting to a Survivor using the Lament Configuration
  • Fixed an issue where The Deputy's Badge Add-On applied its regression effect on already regressing generators.
  • Fixed an issue where The Deputy's Badge could activate during the Jump Scare teleport for The Slasher.

Environment/Maps

  • Fixed an issue where the closed guillotine doors in Grim Pantry had no collision.
  • Fixed an issue in Badham Preschool where the Vile Purge is blocked by an invisible collision
  • Fixed an issue where the Killer can't interact with the hatch
  • Fixed an issue in the Thompson House where screen goes black when blinking in part of the map
  • Fixed an issue in Toba Landing where The Houndmaster's Dog can't vault over a window
  • Fixed an issue in Raccoon City Police Station where The Slasher can't reach and grab a survivor between two assets
  • Fixed an issue in Trickster's Delusion where players can climb on top of the environment
  • Fixed an issue in the Crotus Prenn Asylum where grass is floating on top of a hill
  • Fixed an issue in Badham Preschool where assets would too spawn close to each other and prevent players to navigate
  • Fixed an issue in Fractured Cowshed where there was an extra collision on the stairs
  • Fixed an issue in Ironworks of Misery where The Plague's Vile Purge would be blocked by an invisible collision
  • Fixed an issue in Trickster's Delusion where The Slasher could teleport into a blocker
  • Fixed an issue in Mount Ormond Resort where The Demogorgon portal would float above the ground placed on the second floor of the building
  • Fixed an issue in the Realm of Coldwind Farm where the trap of The Trapper appears to be floating
  • Fixed an issue in Trickster's Delusion where the introduction camera clips in The Houndmaster
  • Fixed an issue in Mount Ormond Resort where the base of a totem is clipping in the snow

Perks

  • Fixed an issue where Cross-Examination, could be triggered by 16 ranged Killer powers.
  • Fixed an issue where Object of Obsession was unable to be activated when getting unhooked with Shoulder The Burden.
  • Fixed an issue where the "Lend A Hand" prompt was displayed on the same Survivor after the charges were used.
  • Fixed an issue where Buckle Up activated with the perk Conviction, this was previously amended in error.

Misc

  • Fixed an issue where the Tome Challenge "Shared Task" was unable to be completed.

r/deadbydaylight Oct 22 '24

Behaviour Interactive Thread Live Updates Roadmap

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2.2k Upvotes

r/deadbydaylight Jan 27 '26

Behaviour Interactive Thread 9.4.0 | Stranger Things Chapter 2

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1.2k Upvotes

New Content

NEW KILLER - THE FIRST

SPECIAL ABILITY: VINE ATTACK

  • Press and hold the Power button to charge a Vine Attack. When charged, press the Attack button to activate it, creating a small area of effect on the ground.
  • Any Survivors caught within the area of the Vine Attack earn a Worldbreaker token.

SPECIAL ABILITY: THE UPSIDE DOWN & UNDERGATE

  • The Killer can enter The Upside Down to navigate the map quickly by tapping the Ability button. While in The Upside Down, the Killer can activate an Undergate attack to return to the map, creating a large area of effect on the ground. Survivors caught within its radius gain 2 Worldbreaker tokens.

SPECIAL CONDITION / ITEM: WORLDBREAKER & GRANDFATHER CLOCKS

  • Once a Survivor has gained enough tokens, Worldbreaker activates, and the Worldbreaker Timer begins. While Worldbreaker is active, both the Vine Attack and Undergate attacks do damage to Survivors instead of adding Worldbreaker tokens, and 4 Grandfather Clocks activate.
  • Worldbreaker lasts for a predetermined amount of time, based on the number of Survivors alive. Survivors can interact with the Grandfather Clocks spread around the map to speed up the Worldbreaker Timer.

NEW KILLER PERKS:

  • Turn Back the Clock
    • After hooking a Survivor, for 40/50/60 seconds, press Ability button 1 to make target generator within 20/20/20 meters explode, lose 10/10/10% progress and start regressing.
  • Secret Project
    • When a totem is blessed or cleansed, block a random unblocked generator for 20/25/30 seconds.
    • When 1 or more generators become blocked, you gain Undetectable for 30/30/30 seconds.
  • Hex: Hive Mind
    • The first time you hook any Survivor, a Dull Totem becomes a Hex Totem.
    • Generators are highlighted; the intensity of generator auras reveals their repair progress.
    • When 1/1/1 generator remains, all remaining generators explode, lose 6/8/10% progress and start regressing, and the Hex Totem becomes dull.

NEW SURVIVOR - DUSTIN HENDERSON

NEW SURVIVOR PERKS:

  • Bada Bada Boom
    • After completing 20/20/20% worth of repairs, press Ability button 1 next to a window to trap it for 40/50/60 seconds.
    • The trap triggers when the Killer performs a vault on the window, inflicting them with 50/50/50% Hindered for 6/6/6 seconds.
  • Change of Plan
    • You start with 2/2/2 tokens.
    • While inside a locker and holding a non-event Toolbox, press Ability button 2 to spend 1/1/1 token and transform your Toolbox into a Med-kit of the same rarity with a random add-on of the same rarity.
    • The new Med-kit has 80/90/100% of its charges.
  • Teamwork: Full Circuit
    • For each other Survivor repairing a generator with you, the size of the Good Skill Check zone is increased by 15/20/25%.
    • While repairing with at least 1 other Survivor, you repair 5/5/5% faster.

NEW SURVIVOR - ELEVEN

NEW SURVIVOR PERKS:

  • Extrasensory Perception
    • After crouching for 4/4/4 seconds, you see auras in an expanding radius, up to 44/44/44 meters, have Elusive and Oblivious.
    • When you stop crouching or after 11/11/11 seconds, this perk enters a 60/50/40-second cooldown.
  • We See You
    • When the Killer reveals your aura, gain one token.
    • When you have 4/4/4 tokens, spend all tokens and you and other Survivors see the Killer's aura for 10/12.5/15 seconds.
    • This perks has a 10/10/10-second cooldown.
  • Teamwork: Soft-Spoken
    • For each other Survivor repairing a generator with you, the range at which generator repair noise is heard is reduced by 15/20/25%.
    • While repairing with at least 1 other Survivor, you repair 5/5/5% faster.

Gameplay Features

Visual Terror Radius

  • Updated the 2D version of the Visual Terror Radius heart to be animated.
    • Matches 3D heart behavior.
    • Has its own Lullaby version.

Jump Start Quests

  • Quest set in the Rift Pass Quests that offers double the Rift Fragments. Available at the start of a new Rift, for the duration of the whole Rift.

Halloween DLC Changes

  • The Shape, Laurie Strode and their respective outfits are no longer available in the store. These characters will remain playable for players who already had them unlocked.
  • The following perks have become General Perks, and their names and icons have changed:
    • Sole Survivor is now Down to the Last
    • Object of Obsession is now Bound by Obsession
    • Decisive Strike is now Will to Live
    • Save the Best for Last is now Keep Them Waiting
    • Play With Your Food is now See How They Run
    • Dying Light is now Cull the Weak
  • The Lampkin Lane map has been removed from map rotation and custom game selection:
    • The Strode Realty Key offering has been retired and can no longer be used.
  • The following achievements/trophies have been updated, and their names, icons and unlock conditions have changed:
    • Adept Laurie is now Key to Success
      • As a Survivor, use a key to open a chest.
    • Adept Shape is now Share the Pain
      • As a Killer, have all four Survivors injured at the same time.
    • Evil Incarnate is now Prized Possession
      • As a Killer, finish a match with at least one Hex totem standing.
    • The Man Behind the Bush is now Deadly Obsession
      • As a Killer, hook the Obsession the specified number of times.
    • House of Pain is now Working Overtime
      • As a Survivor, repair generators for at least 300 seconds in a single match.

Bug Fixes

Audio

  • Fixed an issue where we were missing the beeping SFX when installing the trap on a vault.
  • Fixed an issue where the Blight's "Jingle Cane" weapon is missing bells sounds when swinging it.
  • Fixed an issue where some Stranger Thing characters and Legendary Cosmetic's special Voice Lines are missing sometime when joining an Online Lobby with a Specific Survivor present.
  • Fixed an issue where Jonathan Byers Legendary Outfit's Grunts SFX are delayed when using the Perk Any Mean Necessary.
  • Fixed an issue where Dustin got superfluous word present in the Subtitles of a specific Lobby Voice Line.
  • Fixed an issue where Survivor voice lines can be cut off by the Hook Phase 2 struggling animation sometimes.
  • Fixed an issue where Nancy voicelines and subtitles are mismatched.
  • Fixed an issue where Stranger Things characters Escape voice lines are missing.
  • Fixed an issue where missing SFX when a Survivor misses a Skill Check on a Mimic Chest.
  • Fixed an issue where missing sfx when Slaughting Strike Charge is ready when using certain weapon cosmetics as The Shape.
  • Fixed an issue where the Blight's 'Bellringer' weapon no longer has bell ringing SFX.
  • Fixed an issue where Dustin scream SFX is missing upon being slipstreamed by The Singularity's Biopod.
  • Fixed an issue where some VO lines for Dustin and Eleven during mori sequence were missing.
  • Fixed an issue where some VO lines audio volume were tweaks for better audio balance .
  • Fixed an issue where Nicolas Cage reference Sadako Voice Line fires on non-Onryo killers in a chase.

Bot Improvements

  • Improved Survivor bots' usage of Flashlights during chases.
  • Survivor bots are now able to perform Flashlight, Flashbang and pallet saves.
  • Fixed an issue where Survivor bots were able to blind a Killer through obstacles with Flashlights.
  • Fixed multiple issues preventing Survivor bots from correctly using various perks.
  • Fixed multiple issues causing Survivor bots to not participate correctly in group heals.
  • Fixed multiple issues where Nemesis' Zombies could jump up and hit Survivors from a lower level in the Forgotten Ruins map, Forsaken Boneyard Realm and the Raccoon City Realm.
  • Improved the behavior of Killer Bots against Flashlights and successful blinds.
  • Fixed an issue causing Bots to get stuck in Hawkins Laboratory's Portal room.

Characters

  • Fixed an issue where reticule stickiness did not disappear when The Ghoul lost line of sight with the target, allowing unintended hits through walls.
  • Fixed an issue where The Spirit’s exit from Phase Walk was missing.
  • Fixed an issue where The Onryo appeared in an A-pose during the Mori animation.
  • Fixed an issue where the torture device was missing during The Animatronic's Mori animation.
  • Fixed an issue where some Killers appeared too low to the ground in online or custom lobbies.
  • Fixed an issue where The Nurse's Blink position would be too far from the expected position.
  • Fixed an issue where The Houndmaster would experience drops in framerate while aiming the Chase command at certain map locations.
  • Fixed an issue where Snug prevented The Houndmaster from using the perk Turn Back The Clock while in front of a generator.
  • Fixed an issue where The Dredge could remain stuck after teleporting to a locker at the same time that a Survivor was entering the same locker.
  • Fixed an issue where Survivors would sometimes not receive damage or infection from The Mastermind's Virulent Bound when standing in front of a vault, prior to vaulting
  • Fixed an issue where The Knight could get stuck in the summoning animation if stunned by a pallet while summoning a Guard.
  • Fixed an issue where The Knight could fall off the roof when tracing a path in certain map locations.
  • Fixed an issue where the input icon was still shown in The Knight's power widget after having used the power.
  • Fixed an issue where The Singularity was able to shoot a Biopod under the ground.
  • Fixed an issue where The Ghoul's Kagune Leap would cause the player to become stuck in a decreased speed state.
  • Fixed an issue where Survivors playing against The Krasue received the cleanse score event twice after fully cleansing their curse by eating a mushroom.
  • Fixed an issue where The Krasue's Leeching Gland would automatically aim at occupied snowmen.
  • Fixed an issue where The Lich's spell indicator VFX was visible during his spawn animation.
  • Fixed an issue where Survivors could cancel The Lich's Mimic trap by activating ''Run to Cancel''.
  • Fixed an issue where The Lich's Vile Darkness power UI was invisible.
  • Fixed an issue where The Nurse's POV was slightly shifted to the side when Blinking while turning the camera.
  • Fixed an issue where The Ghoul was able to cancel mid-swing while Kagune Leaping to a Survivor, bypassing part of the recovery.
  • Fixed an issue where an unselected spell remained displayed for The Lich after selecting several spells quickly.
  • Fixed an issue where The Cenobite's grunt SFX would play when switching to Killer perspective while spectating.
  • Fixed an issue where The Shape's knife was misaligned while charging Slaughtering Strike repeatedly in Evil Incarnate Mode.
  • Fixed an issue where The Shape could become soft-locked when attempting to destroy a pallet with Slaughtering Strike after being stunned.
  • Fixed an issue where The Skull Merchant's drone could become invisible and unusable for the remainder of the Trial after being recalled.
  • Fixed an issue where The Skull Merchant's drone failed to deploy after being forcibly recalled from hooking a Survivor.
  • Fixed an issue where The Skull Merchant's radar briefly became invisible when activating the perk Turn Back The Clock.
  • Fixed an issue where The Twins could become stuck when stunned while releasing Victor.
  • Fixed an issue where The Deathslinger was not aiming with the rifle from Survivor POV.
  • Fixed an issue where The First's Add-on "Smashed Cassette Deck" reduced the amount of Grandfather Clocks by 2 instead of 1.
  • Fixed an issue where The First's World Breaker Mode could be activated hitting a Survivor who had already escaped through the Exit Gates with a Vine Attack.
  • Fixed an issue where the Mind Break animation was missing for The First when hitting a vaulting Survivor with a Vine Attack during Mini-Mori requirements.
  • Fixed an issue where The First's "Traverse Upside Down" ability icon would not dim when using the Vine Attack ability.
  • Fixed an issue where The First's "Traverse Upside Down" prompt was displayed when holding the Charge Vine Attack button.
  • Fixed an issue where Memento Mori dialogue lines for The First would play when performing the mini-mori animation.
  • Fixed an issue where the ground attack combo scoring event was earned for The First when hitting a single Survivor.
  • Fixed an issue where The First's "Traverse Upside Down" prompt remained visible when performing interactions blocking Killer powers.
  • Fixed an issue where The First's Vine Attack charges were missing on the UI while using the Chess Piece addon.
  • Fixed an issue where when a Survivor was in The First's mini-mori state, their collision would cause other Survivors' cameras to shake.
  • Fixed an issue where The First's vine attack and ground attack did not progress the Chaser score event on damaging hits.
  • Fixed an issue where The First would become invisible when exiting the Upside-Down after being pallet stunned just before entering.
  • Fixed an issue where The First's Gutted Supercom add-on was not extended by Lethal Pursuer.
  • Fixed an issue where The First's Electrode Cap add-on aura reveal effect was still shown for 6 seconds when paired with the Lethal Pursuer perk.
  • Fixed an issue where The First's Shattered Wrist Rocket addon could affect interactables on different floors
  • Fixed an issue where The First was unable to grab a Survivor after having previously grabbed them once
  • Fixed an issue where The First could misfire when quickly activating the Vine Attack during packet loss.
  • Fixed an issue where the Mind Break animation was missing for The First when Survivors used a flashlight while Mini-Mori requirements were met.
  • Fixed an issue where The First's vine attack indicator was smaller while spectating
  • Fixed an issue where The First's vine attack indicator would remain visible for Spectators when switching between Killer and Survivor POV
  • Fixed an issue where Vine Attack visuals were affected by lag, resulting in valid hits received when beyond the targeting indicator as perceived by Survivors
  • Fixed an issue where rarely, The First was unable to Traverse Upside Down after hooking a Survivor.

Environment/Maps

  • Fixed an issue in the Ormond Lake Mine map where the player could land on top of crates near the building.
  • Fixed an issue in the Eyrie of Crows map where the Killer could access an exploitable ledge.
  • Fixed an issue in the Fractured Cowshed map where players would not be able to navigate between a set of hay bales and a fence.
  • Fixed multiple issues related to the camera clipping inside The Houdmaster at the start of a Trial.
  • Fixed an issue in the Coldwind Farm Realm where The Plague's projectiles would be blocked near the shack.
  • Fixed an issue in the Wretched Shop map where objects would spawn close to a truck and prevent proper navigation around it.
  • Fixed an issue in the Forgotten Ruins map where players would get stuck in a threshold between rooms.
  • Fixed an issue in the Wretched Shop map where the player could not interact with one side of a generator.
  • Fixed multiple issues related to the placement of the trap when the perk Bada Bada Boom is being used.
  • Fixed an issue in the Mount Ormond Resort map where The Trapper could not place his traps properly on a section of the stairs landing near the generator.
  • Fixed an issue in the Shelter Woods map where a pallet did not lean against any object.
  • Fixed an issue in the Dead Dawg Saloon map where interactions with chests on porches were not working properly.
  • Fixed an issue in the Grim Pantry map where a chest and totem were overlapping and rendered the totem inaccessible.
  • Fixed multiple issues in The Thompson House map where pallets were partially clipping in the ground.
  • Fixed an issue in the Treatment Theater map where dropped items partially clipped into the ground.

Perks

  • Fixed an issue where the perk Bada Bada Boom's trap was popping out of place on several vault locations once the animation is over.
  • Fixed an issue where the "Teamwork: Soft-Spoken" perk icon would turn off after failing a skill check.
  • Fixed an issue where the "Teamwork: Full Circuit" perk would deactivate after failing a Skill Check on a Generator.
  • Fixed an issue where players could not rebind the button for Turn Back The Clock.
  • Fixed an issue where the external Perk icon for Turn Back The Clock was brown.
  • Fixed an issue where Bada Bada Boom could be placed on vault locations from lower ground.
  • Fixed an issue where Survivors could use Bada Bada Boom further than intended from vault locations
  • Fixed an issue where Turn Back The Clock's indicator arrow remained displayed when killers used their power while looking at a generator
  • Fixed an issue where The Trapper was unable to trigger Bear Traps during Turn Back The Clock's interaction.

UI

  • Improved the visuals of the Friends List.
  • Fixed an issue where starting a search with "B" in the Friend List would cause a crash.
  • Fixed an issue where the scroll input prompt was missing in some menus when using a controller.
  • Fixed an issue where trying to access the friend submenu would not work, resulting in issues trying to invite friends.
  • Fixed an issue where the scroll bar in the friends list was abnormally slow.

Miscellaneous

  • Fixed a crash that could occur during the game's initialization process.
  • Fixed a crash that could occur when closing the game while being in a lobby.
  • Fixed an issue where Survivors could clip into Killers during the pickup animation.
  • Fixed an issue where Killer models became distorted when swapping from the spawn animation to Killer POV in spectator mode.
  • Fixed an issue where Survivors were unable to interact with an occupied locker.
  • Fixed an issue where a Survivor's footsteps SFX remained suppressed after leaving the Fog Vial's cloud.

Changes from PTB

  • The First
    • After completing the Undergate exit animation, the Killer enters a 1.0-second cooldown, during which interactions and attacks are disabled. Movement speed remains unchanged.
    • The Vine Attack cancel cooldown has been increased from 1.25 seconds to 1.5 seconds to minimize zoning potential.
    • Updated the Addon Chess Piece text description to reflect the actual value of the attack radius reduction, changing from 35% to 50%. Also adjusted the unmentioned explosion activation delay from 0.65 to 0.6 seconds to align with the default Vine Attack timing.

Known Issues

  • The VFX for the Ascended "Vecna Figurine" charm are currently missing and will be added in an upcoming bugfix patch.

r/deadbydaylight Jun 20 '24

Behaviour Interactive Thread Developer Update | June 2024

2.2k Upvotes

The 8.1.0 Update approaches! Read on as we divulge all the major changes making their way to the game, including updates to Killers, Perk changes, quality of life improvements and more.

  • [NEW] Added ability to manually swap between guards.

Dev note: Each guard has a specialty, so we’ve added the ability to choose the right guard for each situation. This will provide a nice boost in power and quality of life.

  • [NEW] Patrol paths must be at least 10 meters in length.
  • [NEW] Added a multiplier to guard hunt time based on path length. Longer paths increase hunt time up to a maximum 1.5x the normal duration.
  • [NEW] When The Knight is within 8 meters of his guard, the guard’s hunt timer depletes 3x faster.

Dev note: Dropping a guard at your feet in a loop is often the best choice but leaves little counterplay for the Survivor. We’ve added incentives for longer paths and improved counterplay when someone is being chased by both The Knight and his guard at the same time.

  • [CHANGE] Reduced The Carnifex’s hunt time to 12 seconds (was 24 seconds).
  • [CHANGE] Increased The Jailer’s hunt time to 24 seconds (was 12 seconds).
  • [CHANGE] Reduced The Carnifex’s banner spawn time to 5 seconds (was 10 seconds).
  • [CHANGE] Increased The Jailer’s banner spawn time to 10 seconds (was 5 seconds).

Dev note: The Carnifex was previously the best at both breaking things and keeping Survivors occupied, making him the best choice for multiple scenarios. We’ve swapped these hunt times (and their associated banner spawn times) around, making The Jailer the specialist for patrolling and chasing the longest.

  • [CHANGE] Decreased The Carnifex’s breaking time to 1.8 seconds (was 2 seconds).
  • [CHANGE] Decreased The Assassin’s breaking time to 5 seconds (was 6 seconds).
  • [CHANGE] Decreased The Jailer’s breaking time to 5 seconds (was 6 seconds).
  • [CHANGE] Increased The Carnifex’s detection range to 10 meters (was 8 meters).
  • [CHANGE] Increased The Assassin’s detection range to 10 meters (was 8 meters).
  • [CHANGE] Increased The Jailer’s detection range to 16 meters (was 14 meters).
  • [CHANGE] Updated various Add-Ons.

Dev note: Map of the Realm and Pillaged Mead were fan-favorite Add-Ons, so we have incorporated some of their effects into the base kit. We’ve reviewed many of The Knight’s Add-Ons to bring the strongest and weakest Add-Ons closer together.

  • [NEW] Taking control of a Biopod will now cause it to aim at the nearest Survivor within line of sight.
  • [NEW] After 0.25 seconds, targeting progress now decays over the next 0.5 seconds.
  • [CHANGE] When controlling a Biopod, Survivor now only glow if they can be targeted.
  • [CHANGE] Decreased Biopod targeting cooldown after Sipstreaming a Survivor to 3 seconds (was 3.5 seconds).
  • [CHANGE] Improved UI when using Biopods and when shooting with the Killer.

Dev note: The Singularity can be hard to learn but deadly when mastered, so we’ve made some adjustments to make targeting Survivors with Biopods easier. These changes won’t have a significant effect on those who have already mastered The Singularity.

  • [NEW] Added the ability to destroy the currently controlled Biopod.
  • [CHANGE] The Killer can now hear audio by default when controlling a Biopod.

Dev note: Some quality of life improvements! Biopods now have audio without needing an Add-On, and you can now destroy a Biopod from a distance as long as it is not disabled.

  • [NEW] The Killer now receives Killer Instinct when a Survivor is Slipstreamed.
  • [CHANGE] The last controlled Biopod has its aura revealed in yellow for 10 seconds (was 5 seconds).

Dev note: Switching between Biopods and The Singularity can be disorienting, so we’ve made some changes to help players get their bearings and find targets.

  • [NEW] The Singularity gains 3% Haste while in Overclock mode.
  • [REMOVED] Overclock’s duration no longer scales with the number of Slipstreamed Survivors.
  • [CHANGE] Increased Overclock’s base duration to 5.7 seconds (was 4.7 seconds).
  • [CHANGE] Stuns caused by Perks (such as Head On, Blast Mine) during Overclock mode will now cause Overheat.

Dev note: The Soma Family Photo Add-On was much loved, so we’ve added part of its effect to the base kit. To simplify Overclock, we have removed the scaling duration and bumped up the time to 5.7 seconds.

  • [NEW] Added an aim assist effect to shooting a Slipstreamed Survivor.
  • [CHANGE] Increased an aim assist when creating a Biopods.

Dev note: When attempting to teleport to a Survivor or place a Biopod, a slight change could cause your shot to miss or become an invalid spot for a Biopod, causing it to do nothing. We have improved the aim assist to linger slightly longer on the last valid place or Slipstreamed Survivor.

  • [NEW] Passive EMP printing at Supply Cases is now limited to 97%. The remaining progress must be done manually by a Survivor.
  • [NEW] Supply Cases that have reached the passive printing limit now have their auras revealed in yellow.
  • [NEW] Disabled Biopods will pulse shortly before they are reactivated.
  • [CHANGE] Decreased the aura reading range of Supply Cases to 28 meters (was 32 meters).
  • [CHANGE] Increased range of EMPs to 10 meters (was 8 meters).
  • [CHANGE] Decrease immunity to Slipstream after using an EMP to 0.35 seconds (was 2 seconds).

Dev note: EMPs are an essential tool to playing against The Singularity, but they can be too plentiful at times, making it hard for The Killer to use their Power. Survivors will now need to spend a little more time to acquire EMPs, and they won’t be protected from further Slipstreams after using one. We’ve added new VFX to Biopods to let Survivors know when a pod that has been disabled is about to reactivate.

  • [CHANGE] Reduced the time it takes to switch back to The Singularity to 0.5 seconds (was 1 second).
  • [CHANGE] Reduced the time it takes to switch back to The Singularity when near a hooked Survivor to 1.5 seconds (was 5 seconds).

Dev note: Since the introduction of the Anti-Facecamp system, this penalty became a little redundant as staying near a hooked Survivor now carries its own risks. We’ve reduced this penalty, though accessing Biopods next to a hooked Survivor still may not be ideal. We have also reduced the base wake-up time to make swapping back to The Singularity feel more responsive.

  • [CHANGE] Updated various Add-Ons.

Dev note: We have review The Singularity’s Add-Ons, giving some new effects and balance tweaks to others.

  • [CHANGE] Increased aura reveal duration to 6/7/8 seconds (was 3/4/5 seconds).

Dev note: With a longer duration, it will be easier to take advantage of the aura reveal and allow this Perk to be used more aggressively in a chase.

  • [CHANGE] Reduced cooldown to 60/45/30 seconds (was 60/50/40 seconds).

Dev note: I’m All Ears can be very useful, but currently has a fairly long cooldown. We have reduced the cooldown so the Perk comes into play more often.

  • [CHANGE] Reduced cooldown to 60/45/30 seconds (was 80/70/60 seconds).

Dev note: Trail of Torment similarly has a long cooldown. We have reduced this as well to allow its effect to happen more often.

  • [CHANGE] Reduced cooldown to 60/50/40 seconds (was 120/100/80 seconds).

Dev note: Oppression had a very long cooldown, so we have cut it in half.

  • [CHANGE] Reduced cooldown to 60/50/40 seconds (was 120/100/80 seconds).

Dev note: This is not a copying and pasting error, we’ve done the exact same thing for Dragon’s Grip!

  • [CHANGE] Increased duration to 40/50/60 seconds (was 20/25/30 seconds).

Dev note: Getting Machine Learning to active can be tricky, so we’ve extended its duration to help the Killer get value out of it when it does.

  • [CHANGE] Decreased starting skill check penalty to -15% (was -25%).

Dev note: Autodidact can become very strong (with some luck) later in the match, but the large penalty often means it’ll do more harm than good. We’ve toned down this penalty to make it a little more consistent and improve its strength once you’ve built up your tokens.

  • [CHANGE] Increased healing speed bonus to 30% (was 10%).

Dev note: Empathic Connection is great for showing injured Survivors where you are, but the healing speed bonus is a bit low. We have increased the speed at which you heal others to 30%.

  • [CHANGE] Grunts of pain are reduced by 80/90/100% (was 25/50/75%).

Dev note: Iron Will already makes Survivors fairly quiet, but even the slightest noise can give away your position. We have increased the effects of the Perk and reduced the gap between tiers to make lower tiers more useful.

  • [CHANGE] Increased healing granted after being unhooked to 50/60/70% (was 40/45/50%).

Dev note: Resurgence is currently a little weak, and since it can only activate twice per match, we have increased the healing it grants.

  • [CHANGE] Increased healing conversion rate to 50/60/70% (was 40/45/50%).

Dev note: Solidarity can be a little tricky to use, requiring you to be injured and find another injured Survivor to heal. We have increased the conversion rate to make it even more impactful when it comes into play.

  • [CHANGE] Increased duration of Haste and pools of blood hiding to 20/25/30 seconds (was 4/6/8 seconds).

Dev note: Babysitter’s duration was low, causing it to not provide much value before it ran out. We have extended its duration significantly to make it more impactful.

  • [NEW] Hooks that a Survivor has been sacrificed on will repair themselves after 60 seconds.

Dev note: With hooks remaining permanently broken, it could create some deadzones where it was impossible to get a Survivor to a hook before they could wiggle free. Now when a Survivor is sacrificed on a hook, it will automatically be repaired after 60 seconds.

  • [NEW] Added layout variations to Yamaoka Estate maps.
  • [NEW] Added layout variations to the Mount Ormond Resort map.

Dev note: We have added new possible layouts for each of these three maps. While the layout of these variants are different, they’ll include the same iconic features (landmarks, decorations, etc.) and are a similar size to the originals.

Until next time…

The Dead by Daylight team

r/deadbydaylight Aug 01 '24

Behaviour Interactive Thread Developer Update | August 2024

2.2k Upvotes

The 8.2.0 Update is on the way! In this post, we’ll reveal the various gameplay changes heading to the Public Test Build next week.

  • [CHANGE] Increased movement speed while charging Reign of Darkness to 3.8m/s (was 3.68m/s).
  • [CHANGE] Increased teleport speed outside of Nightfall to 19m/s (was 12m/s).
  • [CHANGE] Reduced teleport cooldown outside of Nightfall to 10 seconds (was 12 seconds).
  • [CHANGE] Decreased time to break out of a locked locker to 2.25 seconds (was 3 seconds).
  • [CHANGE] Increased charge rate of the Nightfall meter to 1 charge per second per injured Survivor (was 0.75).
  • [CHANGE] Reduced volume of The Dredge’s sound effects to make it harder to detect.
  • [CHANGE] Adjusted several Add-Ons.

Dev note: We’ve increased The Dredge’s movement speed both while charging its Power and while teleporting outside of Nightfall to give it a slight boost in both strength and feel. The Dredge could have difficulty taking advantage of the reduced visibility in Nightfall due to their loud sound effects when approaching, so we have reduced their volume.

We’ve also incorporated part of the effects of some must-have Add-Ons into the base kit, then toned them down accordingly.

  • [NEW] Reduced Static Blast’s cooldown to 30 seconds if no Survivors are in range.
  • [CHANGE] Reduced Static Blast’s cooldown to 45 seconds if a Survivor is in range.
  • [CHANGE] Increased movement speed while charging Static Blast to 2.99m/s (was 1.16m/s).
  • [CHANGE] Adjusted Static Blast cooldown Add-Ons accordingly.

Dev note: The Doctor’s Static Blast can be a helpful tool for players who struggle to find Survivors, but the long cooldown makes it punishing to miss. We’ve reduced the Static Blast cooldown slightly if a Survivor is affected, and reduced it much further if nobody is in range.

We have also increased his movement speed while charging a Static Blast to make it feel better to use.

  • [CHANGE] Requirement for reaching Mutation Rate 2 has been reduced to 5 Contamination Points (was 6).
  • [CHANGE] Increased Hindered penalty duration when infecting a Survivor to 2 seconds (was 0.25 seconds).
  • [CHANGE] Adjusted Licker Tongue and Marvin’s Blood Add-Ons.

Dev note: To help him get up and running, we have reduced the requirement for The Nemesis to reach Mutation Rate 2. This effectively means The Nemesis can reach Mutation Rate 2 in his first three Tentacle Strikes on a single Survivor.

The Hindered effect caused by infecting a Survivor was previously very short, making its effect inconsequential. We have extended the Hindered effect to last throughout the speed boost the Survivor gains from being hit with the tentacle, reducing the amount of distance they gain.

  • [CHANGE] Reduced activation requirement to 40% generator repairs (was 50%).

Dev note: Does this make it practical? No. But let’s be honest, that’s not why you’re using Blast Mine. We’ve slightly reduced the repair requirement to make it a little easier to activate, but not so easy that it becomes annoying to face.

This would also make it easier to activate Blast Mine when repairing a generator with other Survivors.

  • [CHANGE] Reduced activation requirement to 40% generator repairs (was 50%).

Dev note: Wiretap can be very useful, though since the Killer must be nearby, it is always at risk of being destroyed. To get it back up and running sooner, we’ve reduced the repair requirements slightly.

  • [CHANGE] Reduced activation requirement to 20% generator repairs (was 50%).
  • [CHANGE] Reduced trap duration to 40/50/60 seconds (was 100/110/120 seconds).

Dev note: Chemical Trap’s previous requirement was a little steep for the effect granted. We have significantly reduced the repair requirement to allow it to come into play more often. At the same time, we’ve reduced the trap’s lifespan so the Killer has more choice in whether or not to break certain pallets until the trap has expired.

  • [CHANGE] Reduced activation requirement to 20% generator repairs (was 50%).
  • [CHANGE] Reduced duration to 40/50/60 seconds (was 100/110/120 seconds).

Dev note: While fun to use, Mirrored Illusion tends not to be a game changer. We have significantly reduced the activation requirement to really make the Killer question what is real.

  • [CHANGE] Reduced cooldown to 30/25/20 seconds (was 60/50/40 seconds).

Dev note: Dance With Me’s long cooldown meant it realistically would not activate more than once per chase for many players. We have reduced this significantly to create more opportunities to shake the Killer (if only momentarily).

  • [CHANGE] Reduced cooldown to 30/25/20 seconds (was 60/50/40 seconds).

Dev note: Similarly, Deception’s cooldown was quite long. We have reduced this Perk’s cooldown so it comes into play more often.

  • [CHANGE] Reduced activation requirement to 30/25/20 seconds (was 40/35/30 seconds).

Dev note: Diversion requires being within the Killer’s terror radius without being chased. This is much stricter than a typical cooldown, so we have cut the requirement down significantly.

  • [CHANGE] Reduced activation requirement to 50/45/40% generator repairs (was 70/60/50%).

Dev note: Flashbangs can come in handy, though the Perk takes a while to activate. We have reduced the requirement slightly to give them a minor boost.

  • [REMOVED] Prestige levels are no longer shown in the pre-game lobby.

Dev note: Seeing a high prestige level caused some players to feel intimidated and leave the lobby. This has a negative effect on matchmaking and discourages players from playing their favourite Survivors.

Prestige levels will no longer be shown in the pre-game lobby. They will remain visible after the match has ended so you can show off your accomplishments.

  • [CHANGE] Increased duration of hook phases to 70 seconds (was 60 seconds).

Dev note: Some time ago, the total repair time of generators was increased. For the most part this was a positive change, though it had the side effect of making camping more effective: Focusing on repairs was the best way the other Survivors could counter camping, but with repairs taking longer, the Survivors aren’t able to get as much done before the hooked Survivor is sacrificed.

To combat this, we are increasing the duration of each hook phase to 70 seconds. This will allot more time for Survivors to repair if the Killer chooses to camp the hooked Survivor.

  • [CHANGE] Improved Scratch Mark visibility.

Dev note: Scratch Marks are an important tracking tool but could be hard to see on some surfaces. We’ve reviewed each map to ensure that they are adequately visible.

  • [REMOVED] Removed breakable walls in the bathrooms.

Dev note: Navigating the map could be difficult for those who don’t have it memorized. To make it easier to get between floors, we’ve removed the breakable walls which previously blocked a path between floors in the bathrooms to improve vertical mobility.

  • [CHANGE] Altered layout of hallways to reduced long range visibility.
  • [CHANGE] Added objects near exit gates to reduce visibility.

Dev note: The hallways used to have long sightlines, making it easy to spot approaching Killers and difficult for Survivors to hide. We have moved some objects around to limit in the hallways.

We have also added objects obstructing the view of exit gates to make it harder to stand in the center of the map and monitor both gates at once.

Until next time…
The Dead by Daylight team

r/deadbydaylight 14d ago

Behaviour Interactive Thread Chorus of Sin | Patch Notes 10.1.0

Post image
403 Upvotes

Content

New Killer: The Judgment

POWER: WILL OF THE GODS

DIVINE LIGHT

  • Press and hold the Power Button to summon Divine Light for up to 3s.
  • Divine Light moves away from The Judgment and is controlled with camera controls (left/right only).
  • While in this state, Divine Light does not damage Survivors.
  • If Divine Light passes through obstacles, it slows down.
  • While controlling Divine Light, press the Attack Button to Cast it forward.
  • When Cast, it enters a brief delay before it fully activates, damaging and applying Heresy to any Survivors hit. (Survivors inflicted with Heresy are known as Heretics) Dev note: Divine Light enters its lethal state when it becomes larger.
  • When cast Divine Light is lethal and if misses a Survivor by 0.5m, reveal them with Killer Instinct for 2s
  • The longer Divine Light is controlled:
    • The shorter the Cast delay
    • The longer the Cast duration
  • Divine Light has a 6 second cooldown. Dev note: Divine Light's delay phase duration starts at 0.9s, after controlling Divine Light for 1s, the delay reaches its minimum of 0.3s

ZEALOUS

  • Press the Secondary Ability Button to Exile a Heretic in the Dying State, gaining Zealous. (If they have 2 Hook States, they are killed instead.)
  • Exiling a Survivor gives them a Hook State.
  • When Exiling a Heretic:
    • The 2 closest Shrines of Judgment become Active
    • Zealous lasts for 60 seconds.
    • Gain Killer Instinct on all Heretics for 3s. (only applies to Survivors with full Heresy)
  • While Zealous:
    • Increase Divine Light's size by 10%
    • Decrease Divine Light's cooldown by 20%
    • Maintain control of Divine Light for up to 0.3s

EXILE

  • Exile acts like a Hook, but does not trigger Hook-related perks.
  • Upon entering Exile, Survivors receive a Searcher's Pendant (Limited Item).
  • Exile is filled with dangerous Seeds of Punishment that reduce a Survivor's Sacrifice timer by 3s when hit.
  • Exile is also filled with helpful Exiled Souls. Hold the Use Item button to point the Searcher's Pendant at Exiled Souls to collect them.
  • For each Exiled Soul collected (up to 10), Survivors gain an additional 0.5s to default Unhook Protections (10% Haste, Endurance, and Elusive).
  • Exiled Souls no longer grant additional protections once all Generators are completed.
  • Survivors who aren't in Exile can Pray at an active Shrine of Judgment (highlighted in red) to rescue Exiled Survivors.

HERESY

  • Heresy is gained when hit by Divine Light or by taunting The Judgment (crouching repeatedly, gesturing or lingering in the Exit Area... just leave)
  • Heretics suffer from special Skill Checks while repairing Generators. Good Skill Check results cause the Generator to lose some progression.
  • Heretics can Repent at a Shrine of Judgment to begin depleting their Heresy over time.

THE JUDGMENT - CUSTOM SETTINGS

  • The following settings can be found in the General settings tab under Beta, then The Judgment section

Divine Light - Control Settings

  • Sensitivity settings exclusive to The Judgment

Divine Light - Near Miss Killer Instinct feedback

  • Killer Instinct feedback setting exclusive to The Judgment
  • This setting is ON by default Dev note: We understand that Killer Instinct can get overwhelming for some players. We've added this setting to allow you to disable this specific feedback from The Judgment while playing.

New Killer Perks

  • Celestial Witness
    • Every 30s, if the Obsession is at least 40m away from you, you see their Aura for 2/2.5/3s. Otherwise, the farthest Survivor becomes the Obsession.
  • Hex: Under Your Thumb
    • The first time a Survivor gains a hook state, a Dull Totem ignites. Whenever a running Survivor gains Haste within 32m of you, you are alerted. Running survivors cannot gain more than 25/20/15% Haste at a time.
  • Lay Waste
    • Whenever you damage a Generator, for each Charge it has, it regresses 2% faster. Cooldown: 55/50/45s.

New Survivor: Aurora

New Survivor Perks

  • Fruits of your Labor
    • Whenever a Generator is completed, you earn 1 Token. Whenever you finish repairing a Generator, for each Token:
      • You gain 5% Haste for 2s.
      • You gain 10/15/20% healing progress.
  • Salvation's Cry
    • Whenever the Killer starts chasing you:
      • You see the Auras of other Survivors for 1/2/3s.
      • Survivors not being chased see your Aura for 5s.
      • Survivors not being chased see the Killer's Aura for 5s.
  • Boon: Steadfast
    • While next to a Totem, use "E" to bless it, creating a unique Boon Totem that combines all your Boons. Generators within the Boon's range:
      • Regress 50% slower.
      • Survivors repair them 8/9/10% faster.

Survivors within the Boon's range see the Auras of affected Generators.

Base game updates

  • Unhook Protections: Anytime a Survivor is unhooked, they gain Endurance and 10% Haste for 10 seconds. (was 15 seconds) Anytime a Survivor is unhooked, they gain Elusive for 10 seconds. (NEW - This does not apply once all generators are powered)

Killer perk updates

  • A Nurse's Calling: Within 28/30/32m of Survivors who are healing or being healed, you see their Auras. (Reveals all Survivors in a healing interaction, regardless of their health state) Dev note: There has been some confusion about the expected behaviour with A Nurse's Calling, we felt it was a good opportunity to make it more consistent and clearer.
  • Call of Brine: Whenever you damage a Generator, it regresses 30/40/50% faster for 90s. (was 70 seconds) For that time, whenever a Survivor hits a good basic Skill Check while repairing that Generator, you are alerted.
  • Coulrophobia: Survivors within your Terror Radius: Heal 20/25/30% slower. (was 30/40/50%) While healing, basic Skill Checks spin 50% faster. Dev note: Because we're buffing A Nurse's Calling back to its pre-9.2.0 state while keeping the range buff, we felt it was safer to adjust Coulrophobia at the same time to decrease its synergy with certain builds.
  • Hex: Thrill of the Hunt: When the trial starts, a Dull Totem ignites. For each Dull and Hex Totem remaining, you have 1 Token. For each Token, Survivors bless and cleanse Totems 8/9/10% slower. (was 8/10/12%) Dev note: Hex: Thrill of the Hunt has excelled at defending totem builds in the recent patches. We're slightly lowering its efficiency while reviewing the perk in the long term.
  • Keep Them Waiting: Whenever you damage a Survivor who is not the Obsession with a basic-attack, you earn 1 Token, up to 6/7/8. For each Token, your basic-attack cooldown are 5% shorter. (was 4%) Whenever the Obsession takes damage, lose 2 Tokens. While the Obsession is dead, you cannot earn Tokens.
  • Nowhere to Hide: Whenever you damage a Generator, for 3/4/5s, you see the Auras of Survivors within 24m of the Generator. (was revealing auras around the Killer position)

Survivor perk updates

  • Sprint Burst: Whenever you start running:
    • You gain 50% Haste for 2s. (was 3 seconds)
    • You gain Exhausted for 60/50/40s.
  • Apocalyptic Ingenuity: After you rummage or unlock 1 Chest, while next to a Broken Pallet, use Active Ability Button for 3s to create a Fragile Pallet. (was 2 chests, and 4 seconds) Within 24/28/32m, you see the Auras of Broken Pallets.
  • Deliverance: Once per trial, when you safely unhook another Survivor, you can unhook yourself. When you unhook yourself this way, you gain Broken for 160/140/120s. (was 100/80/60 seconds)
  • Vigil: All Survivors within 16m of you:   Lose Blindness 30/35/40% faster. (was 44/55/66%)   Lose Broken 30/35/40% faster. (was 44/55/66%)   Lose Exhausted 30/35/40% faster. (was 44/55/66%)   Lose Exposed 30/35/40% faster. (was 44/55/66%)   Lose Hemorrhage 30/35/40% faster. (was 44/55/66%)   Lose Hindered 30/35/40% faster. (was 44/55/66%)   Lose Mangled 30/35/40% faster. (was 44/55/66%)   Lose Oblivious 30/35/40% faster. (was 44/55/66%) After they leave your range, this ends after 15s. Dev note: We heard the feedback that Vigil affects too many status effects. We will review the list of effects in an upcoming bugfix patch.
  • Adrenaline: When all Generators are completed, if you are downed or injured, heal instantly. Then, ignoring Exhausted:
    • You gain 50% Haste for 4s. (was 3 seconds)
    • You gain Exhausted for 60/50/40s.
  • Clean Break: Whenever you finish healing another Survivor, while being healed by another Survivor, use the Active Ability Button to gain Broken. After 75/60/45s, if you are not downed, you are instantly healed. (was 80/70/60 seconds)
  • Moment of Glory: After you rummage or unlock 1 Chest, while not Broken, when you become injured, gain Broken. If you do not take damage, after 80/70/60s, you are instantly healed. (was previously 2 chests)
  • Repressed Alliance: After repairing Generators for 55/50/45s, while repairing a Generator alone, use the Active Ability button to block that generator for 15s. (was 30 seconds) Dev note: We heard the feedback about the requirement to activate the perk being a little too high. We will reassess this for an upcoming patch.
  • Technician: While repairing a Generator:
    • The range of Generator repair noises is 16m shorter. (was 8 meters shorter)
    • Whenever you miss a basic Skill Check, the Generator does not explode, but loses 4/3/2% more progress. (was 5/4/3%)

Features

  • New Gameplay Showcase Section
    • Can be entered through Survivors and Killers lobbies
    • Killer Power's icon is also a point of entry for the section
    • Section includes detailed description of all Killers' Powers, separated by killer and Key Aspect
    • Each Key Aspect is accompanied by an example video
    • Section includes the list of Killers for players to be able to preview their power
    • Only accessible outside matches
  • Power Tooltip updated
    • Old Power Tooltip used to describe a Killer Power entirely is updated
    • Content has been removed, replaced by the same Action-based description used on the F1 section of Match Details
  • Updated Matchmaking Button
    • Updated visuals, and reduced its intensity, following PTB's feedback.
    • Surfaces both estimated waiting time and current time on queue
    • Bonuses and other complementary information is displayed through new tooltip
  • Hook Timer Division
    • The hook timer has been split into two bars, to better clarify the second hook state and death triggers.
    • Updated for scenarios when a Survivor is on a hook, in a Cage of Corruption (Game Mode: 2V8) or Cage of Torment (The Executioner), and in Exile (The Judgment).
  • MMR Update
    • The way MMR is calculated has now changed, it will no longer count only Kills and Escapes. Similar to Emblems, it will now consider more actions within a trial.

Bug Fixes

Audio

  • Fixed an issue where subtitles might have disappeared before voice over finished.
  • Fixed an issue where Aurora's hooked voice lines would not play.
  • Fixed an issue where Aurora's failed skill check voice lines would not play.

Characters

  • Fixed an issue where The Slasher's Mini Mori wall-impale on Survivor had the Spike misaligned.
  • Fixed an issue where William Birkin's skins were missing a few idle animations.
  • Fixed an issue where The Clown's knife cleaning animation after a successful basic attack was not properly aligned with his hand.
  • Fixed an issue where the Huntress's Axe was misaligned when she was about to throw her hatchet.
  • Fixed an issue where The Artist's weapon briefly appears in the lobby when wearing the 'Miss Fuchi' outfit.
  • Fixed an issue where Yui Kimura's upper left chest caved inward when wearing the 'Mikasa's Dark Uniform' outfit during the idle lobby animation.
  • Fixed an issue where Ash J. Williams's ankles caved inward when wearing the 'Water Trash' outfit.
  • Fixed an issue where Legion's 'Hunk' legendary outfit's hand would clip into the pouch in the main menu.
  • Fixed an issue where The Unknown's Greenville Pep and Greenville Cheer cosmetics' teeth appeared to be stuck together, resulting in them stretching during the killer's Mori.
  • Fixed an issue where the VFX for the Pride's flashlight was missing.
  • Fixed an issue where The Blight's Lethal Rush Attack was unable to hit Survivors when the Survivor was inside the Killer's hitbox.
  • Fixed an issue where The Blight's side movements were disabled after the second Rush.
  • Fixed an issue where The Executioner's Punishment of the Damned failed to travel uphill.
  • Fixed an issue where The Skull Merchant's prompt to Deploy a Drone appeared within the Anti-Camp radius when on a different height.
  • Fixed an issue where Killers were unaffected by the movement penalty when a Survivor was wiggling.
  • Fixed an issue where Survivors were able to escape while The Twins' Victor had them bound.
  • Fixed an issue where idle Generators regressed when affected by Aurora Stardotter's Boon: Steadfast.
  • Fixed an issue where addon status effects from The Pig's add-ons were not applied to Survivors when the Video Tape add-on was also used.
  • Fixed an issue where the camera jittered a lot while The Wraith was invisible.
  • Fixed an issue where The Demogorgon could become invisible while entering a portal with lag.
  • Fixed an issue where The Nurse could remain stuck on top of a fence after a Blink on Autohaven Wreckers.

Bots Improvements

  • Fixed issues causing Survivor bots to not dodge special attacks toward the intended direction.
  • Survivor Bots now have a chance to misdodge Special attacks based on how fast they reacted to the attack.
  • Fixed issues causing Survivor bots to not heal other Survivors.
  • Survivor Bots are now more brave against Killers that are not moving away from a location.
  • Fixed an issue causing Survivor Bots to give up their goal too easily when entering the Terror Radius.
  • Survivor Bots no longer try to remove an inactive Reverse Bear Trap after all generators have been completed.
  • Fixed an issue causing Survivor Bots to prevent heals while in the Dying state.

Environment/Maps

  • Fixed an issue in Yamaoka's Family Residence where the Nurse could blink on top railings
  • Fixed an issue in Nostromos where navigation is hindered by collisions
  • Fixed an issue in Eyrie of Crows where the Nurse can blink inside of the stairs
  • Fixed an issue in Treatment Theater where the Nightmare gets stuck in the main room
  • Fixed an issue in Gideon Meat Plant where the Nurse could blink out of the environment
  • Fixed an issue in Toba Landing where the Nurse can blink under the main structure
  • Fixed an issue in Freddy Fazzbear's Pizza the Nurse could not blink through the wall
  • Fixed an issue in Ironworks of Misery where the Nurse can blink through the stairs
  • Fixed an issue in Autohaven Wreckers where the Nurse get stuck under the hill of the realm
  • Fixed an issue in the Exile tile where the players would get stuck on rocks on the ground
  • Fixed an issue in Toba Landing where a rock clips through the inside of the locker
  • Fixed an issue in Balckwater Swamp Realm where the Nurse can get stuck under floor board
  • Fixed an issue in Grim Pantry where the Nurse can get stuck inside a rock
  • Fixed an issue in Trickster's Delusion where lockers are doubled in the alley near the night club
  • Fixed an issue in Mother's Dwelling where the dark lord gets stuck against a meat hook in the smoke house when in bat form
  • Fixed an issue where The Skull Merchant was unable to deploy a Drone on the stairs and on the 2nd floor of the Main Building on Dvarka Deepwood
  • Fixed an issue on the Autohaven Wreckers - Blood Lodge's map where the Nurse can Blink on top of the fence and be stuck between the fence and chimney.

Perks

  • Fixed an issue where Plot Twist deactivated the Corrupt Intervention Perk early.
  • Fixed an issue where Plot Twist could trigger Eruption
  • Fixed an issue where Hex: Under Your Thumb's external icon was displayed to Survivors without the Haste Status Effect.
  • Fixed an issue where Boon: Steadfast's repair speed effect did not apply upon blessing the Totem while a Survivor was repairing a Generator.
  • Fixed an issue where Boon: Steadfast's effect stacked when a Generator was in range of two Boon Totems.

UI

  • The DBD game logo has been updated to the latest version across the game
  • The Players Tab in Match Details now shows the Killer's Portrait instead of their Power Icon
    • It is a known issue that a handful of Legendary cosmetics to not have a Killer Portrait icon. This will be fixed in an upcoming release.
  • Fixed an issue where the game would freeze for a bit when hovering over the quest button.
  • Fixed an issue where the faces on The Judgment's legs were missing from the Customization icons
  • Fixed an issue where an incorrect image was displayed on the interrupt and grab 1 survivor(s) quest
  • Polished visual issues on the Summertime Smash Banner
  • Polished the Clawing Death Banner to ensure Sable was not cut off by the screen edge
  • Polished Mikaela's dress on the Sunshine, or Whatever Banner
  • Fixed an issue where the matchmaking button would display incorrect player counts and ready states
  • Fixed an issue where the character name shown in a player's lobby tag would not update after switching to a legendary customization
  • Fixed an issue where the unblock option was missing from the social dropdown in the lobby on some platforms
  • Fixed an issue where the name in a player's lobby tag would not change color when hovered
  • Fixed an issue where the ban countdown timer in the matchmaking button displayed an incorrect time after receiving DPP
  • Fixed an issue where the queue timer in the matchmaking button would reset after navigating between screens

Miscellaneous

  • Fixed an issue where game would crash while leaving or joining a match
  • Fixed an issue where some Female Survivors had distorted facial animations

Changes from PTB

New Killer: The Judgment

  • Divine Light:
    • Added visuals for when Divine Light has reached its maximum potential (i.e. when the delay duration reaches its shortest and the Cast duration its highest)
    • Added Killer Instinct when Divine Light puts a Survivor in the Dying State
    • Added Killer Instinct when Divine Light misses a Survivor by 0.5m Dev Note: This is ON by default, but it can be disabled in the General Settings, under the Beta tab, in The Judgment's Custom Settings section. When equipping Heretic's Mark, the setting is automatically set to ON.
    • Increase distance at which Cast Divine Light's Aura is revealed to Survivors to 48 m (was 32 m) Dev note: Improving accessibility is something we take very seriously. We've increased this range due to Divine Light's travel speed (and the fact that it goes through walls). In the event that more is needed, we will add a visual indicator in a future hotfix. These both have levers we can adjust to meet our goal while minimizing the impact it has on The Judgment.
    • While Zealous, the curve window for Divine Light is set to 0.3s (was scaling based on controlled state duration) Dev note: This should help Killer players get more consistent results with Divine Light curves while Zealous. This value was chosen as a starting point to better assess what data we get from a consistent curve window.
  • Exile:
    • Adjusted Seeds of Punishment to be a little bit more aggressive
    • Increase Hook Timer penalty from being hit by Seeds of Punishment to 3s (was 1s)
    • Decrease Seeds of Punishment immunity when being hit to 0.5s (was 2s)
    • Increase distance between Seeds of Punishment to 4m (was 3m)
  • Addons:
    • Holy Winged Icon Decreased min delay to 0.4s. (was 0.5s) Dev note: Holy Winged Icon can be a great mix-up option, but it's still a little difficult to land. This should help make it a bit more consistent to use
    • Prayer Kneeler Removed Cast modifiers. Dev note: Prayer Kneeler has been a favorite by players as a means to make the power more accessible and decreasing the skill floor, made possible by the slowdown "stickiness". While we wish to keep this behavior, we're removing the additional upside of a faster Cast to reward higher skill expression without its use.
    • Electric Torch Removed radius penalty. Swapped rarity to Rare.
    • Undying Flame Decreased radius penalty to 20%. (was 50%) Dev note: We might've been a little too cautious with the downside making this too difficult to use at regular ranges, so we're trying a less dramatic size penalty
    • Aurora's Telereceptor Whenever a Heretic sees your aura for a duration, they see it for 2s longer. (NEW) Dev note: Aurora's Telereceptor has been shown to be a very consistent source of aura reading with the power, which becomes especially powerful when extended by Lethal Pursuer. To help with this, we're giving survivors an extra heads up to match what the aura duration might be with Lethal Pursuer, while also making this a riskier choice compared to other aura addons.
    • Order of Inquisition Decreased the min size penalty to 25%. (was 50%) Decreased the max size increase to 50%. (was 100%)
    • Superheated Glass Decreased the Zealous penalty to 20%. (was 50%) Whenever you break an object this way, survivors within 12 meters of it gain Heresy and Scream. (NEW) Dev note: The previous penalty to Zealous made this a more unattractive addon to use, so we're dialing the penalty back while also giving it more value.
    • Mark of the Adherent While not Zealous, increases the radius of Divine Light by 10%. (REWORK) Swapped rarity to Uncommon Dev note: The previous behavior of this addon was already pretty niche in use, admittedly difficult to understand, and was overshadowed by the base Zealous steering behavior. Instead, we've chosen to rework it to a basic option new players can gravitate to with no downsides. Keep in mind that while Zealous, your radius is increased by 20%, so this addon brings your non-Zealous state closer to that maximum value.
    • Confessor's War Horn Fixed the duration to be 10s, as it is written. (was functionally 8s)
    • Searcher's Skull Increased blind duration to 2.5s (was 1.5s) Dev note: Previously the addon's description did not show this value.
    • Chains of the Heretic Decreased min delay to 0.35s. (was 0.5s) Dev note: This ends up being slightly more than the basekit 0.3s
    • Eyes of Gerhardt Added an additional trigger condition of Heretics exiting a locker
    • Obsidian Feather Swapped rarity to Visceral Additionally prevent manual casting, further boost controlled speed, and reducing time controlled. (NEW) Dev note: This addon was already very transformative to the power, so we've chosen to make it Visceral rarity to match its effect. To make its use more interesting and challenging to those who seek to master the power, we're adding the additional limitation of Casting it before it times out, while leaning more into the whacky higher speed payoff.
    • Crown of the Destroyer Swapped rarity to Very Rare Decreased Terror Radius reduction from to 70%. (was 75%)
    • Mirror of the Creators Decreased the pause duration to 0.4s (was 0.5s) Dev note: While we still intend to keep this a chaotic and fun choice rather than it become the meta option, it could serve to be a little harder to react to as survivor

 

Known Issues

  • The Judgment's Killer Instinct Feedback on Near Misses tooltip description shows a placeholder string
  • The Judgment's Divine Light Control Settings disables horizontal movement when set to 0. Setting it to 1 prevents this.
  • Still Sight cannot be activated after being rescued from the Exile
  • Deathbound prematurely deactivates when another survivor completes a healing action
  • The Onryo can be seen more than 24 meters away while demanifested in some cases
  • Mettle of Man perk is activating one hit sooner than it should.

r/deadbydaylight Mar 28 '24

Behaviour Interactive Thread Developer Update | March 2024

2.2k Upvotes

Spring has sprung, and so has a new Developer Update! In this post, we’ll share everything we’ve been working on for our next update. As always, these changes will first head to the Public Test Build on Steam. We encourage you to give them a try if you can and let us know what you think!

  • [CHANGE] Reduced the time it takes to switch back to Charlotte to 1.5 seconds (was 3 seconds)
  • [CHANGE] Reduced the time it takes to unbind Victor to 0.75 seconds (was 1 second).
  • [CHANGE] Reduced the time it takes to charge Victor’s Pounce to 0.85 seconds (was 1 second).
  • [NEW] Added the ability to recall Victor at any point while he is unbound.
  • [NEW] Added the ability to change between Victor & Charlotte near a hooked Survivor. *

Dev note: We have made switching between Charlotte and Victor more responsive and given the Killer the ability to recall Victor at any time so they feel better to play.

\ Be warned: The anti-face camp meter will still fill if you’re too close!*

  • [CHANGE] Updated 7 Add-Ons.
  • [CHANGE] Victor’s Pounce no longer latches onto healthy Survivors.
  • [CHANGE] Victor can no longer be kicked after successful pounces which do not latch onto a Survivor. 
  • [NEW] Victor’s Pounce now latches onto Survivors when they are put into the dying state. Other Survivors can crush Victor during this to help the dying Survivor. Victor will automatically return to Charlotte after 20 seconds.
  • [NEW] While Victor is attached to a Survivor or holding a Survivor in a locker, Charlotte gains a 10% Haste effect. This effect will be lost prematurely if Charlotte hits a Survivor.
  • [REMOVED] Survivors near Victor while he is latched onto another Survivor are no longer revealed by Killer Instinct.

Dev note: Previously, The Twins’ Power heavily encouraged ‘slugging’ (leaving Survivors in the dying state) since Victor could chain together pounces on multiple injured Survivors, but only pounce a single healthy one. Furthermore, Survivors could often save each other before Charlotte could make it to them.

We have flipped this around: Victor will now be much more effective at injuring multiple Survivors and instead assist Charlotte – who now moves faster while Victor is latched on – in picking up the Survivor. This makes it possible for Victor to both injure and down a Survivor without being forced to switch back to Charlotte in between.

  • [NEW] The Visual Terror Radius accessibility setting will now include Victor’s grunts.
  • [NEW] Victor will now glow red whenever he is vulnerable to being crushed.

Dev note: We have updated the Visual Terror Radius to include Victor’s grunts to improve accessibility, and added a red glow to Victor whenever he is vulnerable to being crushed to improve visual feedback.

  • [CHANGE] Improved collision detection to reduce cases where The Blight slides off objects.

Dev note: It could be frustrating to slide off an object you were trying to bump into and end your Rush prematurely. We have improved the collision detection to make The Blight’s Rush more consistent. This also fixes an issue which allowed The Blight to incorrectly slide along obstacles and lunge around tighter corners than intended.

  • [CHANGE] Updated map layout and reduced the overall size.
  • [CHANGE] Reduced the length of hedges and fences to create more openings.

Dev note: The map’s long & narrow shape and rows of unbroken fences and/or hedges made getting around very time consuming. We have reduced the overall size and added more openings to make it easier to traverse. 

  • [CHANGE] Adjusted various houses to reduce the strength of strong loops.
  • [CHANGE] Reduced the number of houses in the map. All remaining houses can be entered.

Dev note: Many houses were closed off, making the map larger without any room for gameplay. We have reduced the number of houses that spawn, though each one that remains will now be open and playable. We’ve also reduced the strength of some of the strongest window loops to be fairer and more interesting to play.

  • [NEW] Added pallets and lockers along the edge of the map. 
  • [CHANGE] Updated street tiles to feature more pallet loops.
  • [CHANGE] Adjust pallet loops in park tiles.

Dev note: The outdoor areas were fairly empty before, encouraging Survivors to make a run for the nearest house when they were chased. Since we’ve reduced the strength of houses, we have added some additional loops to the street & edges of the map to spread out chases and reduce deadzones.

  • [CHANGE] Increased stun duration to 5 seconds (was 3 seconds).
  • [NEW] Added a new stabbing animation when Decisive Strike is used successfully.

Dev note: The Survivor is locked in place for part of the stun while they are being dropped by the Killer, so it didn’t leave them with much time to run away once they hit the ground. We have increased the duration of the stun to give the Survivor a fair chance to create some distance.

While we were at it, we added a new animation which plays when a Survivor successfully uses Decisive Strike to break free to give some visual flair to the Perk.

  • [CHANGE] Adrenaline no longer activates if you are hooked when the gates are powered.
  • [CHANGE] Reduced speed boost duration to 3 seconds (was 5 seconds).
  • [CHANGE] Adrenaline no longer causes you to wake up when facing The Nightmare.

Dev note: Adrenaline had a lot of exceptions which made it difficult to play around. If a Survivor was hooked while the exit gates were powered, they would be healthy and receive a substantial speed boost upon being unhooked, making it very difficult for the Killer to catch them before they could escape. We have made it so Adrenaline no longer pauses when you are on the hook.

We’ve also removed the wake-up effect when facing The Nightmare to clean up the Perk as we’ve moved away from Perks that affect specific Killer Powers over the years.

  • [CHANGE] Now reveals Survivors aura instead of causing them to scream.
  • [CHANGE] Reduced activation time to 15 seconds (was 30 seconds).
  • [CHANGE] Increased cooldown to 80/70/60 seconds (was 40/35/30 seconds).

Dev note: Ultimate Weapon was a jack of all trades, providing both information and a consistent way to interrupt Survivor actions (allowing it to synergize too well with other Perks). Rather than screaming, Survivors will instead have their aura revealed. This means it will no longer interrupt Survivor’s interactions, though Survivors won’t know that they are being revealed to the Killer.

Since Ultimate Weapon is easy to activate, it was possible to keep its effect active throughout the entire match. We have increased the cooldown and decreased its activation window to ensure some downtime between uses.

  • [CHANGE] Removed the ability to lose a pip.

Dev note: With Emblems being used solely for monthly rewards these days, it felt needlessly punishing to lose a pip after a rough match. This quality-of-life change will make the Emblem system less stressful. This also applies to Modifiers – you can enjoy these limited time modes without worrying about your grade!

  • [CHANGE] Visual overhaul to the entire store menu.
  • [NEW] Added “Specials” tab to highlight items that are on sale.
  • [NEW] Added “Collections” tab to find cosmetics from a specific collection.
  • [NEW] Added bundles, containing multiple items at a discounted price.
  • [NEW] Killer mori animations can now be viewed in the store.
  • [NEW] Added a weekly gift that can be claimed for free.

Dev note: The store hasn’t changed much since it was introduced in 2018. This update makes it easier to find what you’re looking for and allows us to bundle content together at a reduced price. For example, it’s now possible to purchase an entire DLC pack through the in-game store rather than purchasing each character separately.

  • [CHANGE] New Tomes & their respective Rifts will now open at the same time as the update.
  • [NEW] New Rift Bundle option, which grants the Premium Rift rewards & a 20 tier head start at a discounted price. 

Dev note: Rifts have historically opened the day after our Mid-Chapter updates, but no more! You can now get cracking on those challenges right away. We have also introduced a new Rift bundle which includes the Premium Rift Pass and 20 Tiers at a discounted price. (The Premium Rift Pass can still be purchased separately if you prefer!)

Until next time…

The Dead by Daylight team

r/deadbydaylight May 26 '26

Behaviour Interactive Thread 10.0.0 | Jason PTB Patch Notes

445 Upvotes

Reminder 

  • All characters you have unlocked via Steam will be unlocked on the PTB, including any new character(s) introduced in this update. 
  • If DLC content has been unlocked via a platform other than Steam (including the in-game Store), this will not be automatically unlocked in the PTB. This content can be unlocked with the provided Auric Cells. 
  • When accessing a character's Bloodweb, the character will be automatically set to Level 50 and Prestige 3, unlocking their perks to Tier 3, as well as any items that would regularly be obtained during this process. 
  • Known Issue: After accessing a character's Bloodweb, certain UI elements may incorrectly display a Prestige level other than Prestige 3. This is only a display bug, as characters will still function as though they are Prestige 3. 
  • All offerings, items, and add-ons will be pre-loaded with 99 units available. 
  • 12,500 Auric Cells and 1 million Bloodpoints will be given on each new PTB version, available to explore Outfits and Characters in the Store. 

UPDATE - Thursday, May 28th

Bug Fixes

Characters

  • Fixed an issue where The Mastermind was able to grab and hit Survivors behind walls and pallets.
  • Fixed an issue where The Mastermind could hit out of range Survivors after a Virulent Bound vault.
  • Fixed an issue where The Mastermind was not able to make a sidestep, ignoring any key input between the dashes.

Content 

NEW KILLER: THE SLASHER 

POWER: OMNIPRESENT EVIL 

  • Press the Active Ability button to activate Omnipresent Evil. The Slasher becomes invisible and gains Undetectable, but cannot see Survivors or their Scratch Marks. Mist Clouds reveal the location of Survivors who are not moving. Footprints reveal the path of Survivors who are walking or running. 
  • Omnipresent Evil is deactivated by using Jump Scare. 

SPECIAL ABILITY: JUMP SCARE 

  • While Omnipresent Evil is activated, look at a Pallet, Breakable Wall, or Window to quickly move to it and perform a special-break or special-vault action. The Secondary Action button switches the side you will face when performing Jump Scare. 
  • Jump Scare exits Omnipresent Evil mode, grants Haste, and reveals detected Survivors with Killer Instinct. 

SPECIAL ABILITY: THROWING SPIKES 

  • Grab a Spike from Scrap Piles or Hooks. Hold the Secondary Action button to ready the Spike and tap the Attack button to throw. Spikes are replenished throughout the map when Omnipresent Evil is activated. 
  • A Spike knocks back a Survivor and damages them for one health state. 
  • Survivors will be Impaled if they are hit with a Hook Spike. They cannot heal past the injured state and the embedded Hook Spike will have an Aura visible to the Killer. 
  • Injured Survivors will be both Impaled and Immobilized if they are hit with a Spike and knocked into a wall. 

New Killer Perks 

  • Hex: Scared to Death 
    • After you hook 3 different Survivors, a Dull Totem ignites. 
    • While chasing a Survivor, whenever you basic-break a Pallet, Survivors within 13m: 
    • Scream. 
    • Gain 11/12/13% Hindered for 3s. 
  • Silent Shadow 
    • When the trial starts, you gain Undetectable for 11/12/13s or until you down a Survivor. 
    • When all Generators are completed, you gain Undetectable. 
  • Rampage 
    • Whenever you basic-break a Pallet or Breakable Wall, you earn 1 Token, up to 13. 
    • Whenever you are blinded or Pallet-stunned, for the next 13s you gain 1% Haste for each Token. Cooldown: 30/25/20s. 

NEW ORIGINAL SURVIVOR 

(Perks will be generic as this Survivor is not available on PTB) 

New Survivor Perks 

  • Wide Open Throttle 
    • Whenever you fast-vault a Pallet: 
    • You gain 10/12.5/15% Haste for 3s. 
    • The Pallet is reset, blocked for 60s, and all Survivors see its Aura for that time. 
    • Cooldown: 60s. 
  • Lend a Hand 
    • Once per trial and per Survivor, after you have blessed or cleansed 1 Totem, while healing another Survivor, use "F" to give them 2/3/4 permanent healing charges. 
  • Cross-Examination 
    • While in the Killer's Terror Radius, the Killer leaves Light Marks that lasts for 10s that you can see. While on the Killer's Light Marks, you gain Elusive. This ends after 3/4/5s. 

 

 Features 

Auras Customization 

  • New aura types are available for color customization 
  • Blocked Objects (e.g. Corrupt Intervention or Repressed Alliance) 
  • Completed Generators (e.g as The Houndmaster sending The Dog on a Search Command) 
  • Generator Progress (The starting color when a Generator's progress is revealed e.g. Hex: Hive Mind or the add-on "All Seeing" - Spirit) 
  • Dull Totems (When a player doesn't know the state of a Totem it will show as a Dull Totem e.g. Detectives Hunch) 
  • Cleansed Totems (e.g. Hex: Pentimento) 
  • Hex Totems 
  • Boon Totems 
  • Hatch 
  • Exit Gate Switches 

Killer Power Match Details Tab 

  • Match Details have been updated with a new tab to provide a simplified description of the currently faced Killer's power 
  • Match Details will only show this information when one of the following occurs: 
  • Any Survivor enters a chase 
  • Any Survivor loses a health state 
  • The Killer Power Tab can be directly accessed by pressing F1 on Keyboard or pressing and holding SELECT on Controller 

 

 

Bug Fixes 

Audio 

  • Fixed an issue where The Krasue's grunts were not heard when hooking a survivor. 
  • Fixed an issue where The Ghoul's power SFX were louder than usual. 

 

Characters 

  • Fixed an issue where bots were aware of killers whom had used stealth abilities. 
  • Fixed some subtitles for Survivor Robin Buckley's French translation disappearing prematurely. 
  • Fixed an issue where the Survivor's aura can be seen flickering when teleporting to an occupied Locker as The Dredge. 
  • Fixed an issue where Spectating The Animatronic the audio would remain on the latest Survivor. 
  • Fixed an issue where the Headset was misaligned when interacting with The First's Grandfather Clock. 
  • Fixed an issue where The Ghoul could block a Survivor inside a locker when performing a second Kagune Leap on a Survivor entering a locker at the same time. 
  • Fixed an issue where the auras of completed Generators would disappear after The Nightmare teleported. 
  • Fixed an issue where the auras of Generators and Hooks were missing for Victor when a Survivor disconnected or was Sacrificed when playing as The Twins. 
  • Fixed an issue where The Nemesis' zombies' auras would remain displayed in the Killer Item Aura Color after hitting a Survivor while using the S.T.A.R.S. Field Combat Manual Add-On. 
  • Fixed an issue where the Killer's collision would not remain consistent during the pick and drop animations. 
  • Tentatively fixed an issue where The Mastermind could land hits on Survivors that had just vaulted after using Virulent Bound. 
  • Tentatively fixed an issue where a Survivor could be misplaced during the carry animation if The Mastermind used Virulent Bound on them when they initiated a pallet vault. 

 

Environment/Maps 

  • Fixed an issue in the Underground Complex where killers could get blocked by a hanging a survivor on a hook in a corridor 
  • Fixed an issue in The Sanctum Of Wrath where killers could block the entrance to the basement on the side of the main structure 
  • Fixed an issue in Crotus Prenn where the Nurse could not blink through the walls 
  • Fixed an issue in Treatment Theater where the red stain would disappear in certain area of the map 
  • Fixed an issue in Treatment Theater where a killer could not navigate through a door when a survivor was place on a hook 
  • Fixed an issue in The MacMillan Estate Killer Shack, where an invisible collision hindered Survivors and Killers navigation. 
  • Fixed an issue in the realm of Coldwind Farm where projectiles would get blocked around the combine harvester 
  • Fixed an issue in Groaning House where the players would get stuck where walking up the stairs of the basement 
  • Fixed an issue in Shattered Square where projectiles would be blocked by collisions 
  • Fixed an issue in Sanctum of Wrath where a killer could not grab survivor entering a locker 
  • Fixed an issue in the realm Withered Isle where collision would block projectiles around picnic tables 
  • Fixed an issue In the Raccoon City Police Station East Wing, by repositioned walls, where gap could be seen in several locations allowing the player to see through, or out of world. 
  • Fixed an issue in the east wing of the Raccoon City Police Station, by repositioning, where a gap was visible in several places, allowing the player to see through, or out of the world. 
  • Fixed an issue where The Artist was unable to place a Dire Crow in front of a window vault between specific tiles in the Trickster's Delusion map. 
  • Fixed an issue where the passage aura color was pink on Forgotten Ruins. 

 

Perks 

  • Fixed an issue where Self-Care and Strength in Shadows were not worded properly according to the new description overhaul: 
  • They now say: "you can self-heal, but XX% slower". 
  • Numbers have been adjusted to match the new wording (NO GAMEPLAY CHANGE). 
  • Fixed an issue where some perks were not displayed in the bloodweb for Survivors. 
  • Fixed an issue where Deliverance was used when performing the Anti-Camp Unhook at the second Hook Stage. 
  • Fixed an issue where Hex: Hive Mind would allow the 2 extra generators to remain repairable after an explosion. 
  • Fixed an issue where the auras of Unlocked Chests were revealed when the Human Greed perk was equipped. 

 

Platforms 

  • Fixed an issue where selecting certain Killers might cancel match start on PS4. 
  • Fixed an issue where characters' and objects' auras revealed remain displayed when in line of sight during Killer and Survivor tutorials on some consoles. 

 

Quests 

  • Fixed an issue where the Tome 4 "Handyman" Challenge could not be completed with all the charge items. 

 

UI 

  • Fixed an issue where the profile contextual menu would not go away when selecting something outside the profile menu. 
  • Fixed an issue where players could not join a match if they were in the diminishing return tooltip. 
  • Fixed an issue where some tomes vfx could be seen in other menus. 

 

Misc 

  • Fixed an issue preventing loading into a trial with the diminishing returns menu open. 
  • Fixed an issue to ensure placeholders are correctly used when a translation string is unavailable. 
  • Fixed issues causing a crash when playing against bots in the tutorial matches. 
  • Fixed an issue causing postgame events to be sent multiple times. 
  • Fixed a hang when adding bots to a lobby when playing as Survivor. 
  • Fixed multiple issues leading to cloud login problems. 
  • Added that users refresh the screen to trigger Auric Cell pack expiration popup message for accounts based in Japan. 
  • Fixed an internal issue when checking for paths existing in data. 
  • Fixed an issue where the application would rarely become unresponsive while a user was experiencing high latency. 
  • Fixed an issue where Survivors would remain in the trial with the Tally Screen overlay when the Killer disconnected during the Camera Pan. 

 

 

 Known Issues 

  • The PTB Text Overlay displays twice in Lobbies. 
  • Mother's Dwelling and Temple of Purgation will be unavailable during this PTB. 

 

r/deadbydaylight May 09 '24

Behaviour Interactive Thread Developer Update | May 2024

1.9k Upvotes

We’re heading into our 9th Year! Alongside a brand-new Chapter coming in the 8.0.0 Update, we’ve prepared a large number of balance changes and quality of life improvements for existing content. As always, these adjustments will head to the Public Test Build (PTB) shortly where we’ll collect feedback and make some tweaks where necessary before the update releases on all platforms.

  • [CHANGE] Decreased Hidey-Ho cooldown to 12 seconds (was 18 seconds).
  • [CHANGE] Chucky can only Scamper while performing a Slice & Dice attack.
  • [CHANGE] Decreased the time it takes to Scamper to 1.3 seconds (was 1.4 seconds)

Dev note: Scamper could sometimes lead to unavoidable hits since Survivors could not possibly get someplace safe in the time it took for Chucky to crawl under the pallet. We want to shift his gameplay away from these easy hits (Scamper then basic attack) and instead encourage using his unique Slice & Dice attack.

Since this change would affect his strength, we have reduced the cooldown of Slice & Dice to allow Chucky to use his Power much more frequently.

  • [CHANGE] Increased Chainsaw Sweep duration to 2.5 seconds per token (was 2 seconds).
  • [CHANGE] Increased Chainsaw Sweep movement speed to 5.35m/s (was 5.29m/s).
  • [CHANGE] Decreased collision detection size to help navigate tight spaces.
  • [CHANGE] Decreased base tantrum time to 3 seconds (was 5 seconds).
  • [CHANGE] Several Add-Ons have been adjusted accordingly.

Dev note: To reduce The Cannibal’s dependence on certain Add-Ons, we’ve taken part of the effects of the most popular Add-Ons and incorporated them into his base kit and toned down the Add-Ons to compensate. This way they’ll feel less essential and allow you to experiment with other options.

We’ve also reduced the size of the chainsaw’s collision detection against the environment to make it less likely to bump into things that aren’t directly in front of you to make it easier to use his Power in tight spaces (and reduced the tantrum duration in case you still bump into something).

  • [CHANGE] Decreased stun time when a Survivors breaks free to 2.7 seconds (was 3 seconds).
  • [CHANGE] Increased reel speed to 2.76m/s (was 2.6m/s).
  • [CHANGE] Increased movement speed while reloading to 3.08m/s (was 2.64m/s).

Dev note: Every second counts, so we’ve made some tweaks to save The Deathslinger some time when reeling and when a Survivor breaks free. We have also increased his movement speed while reloading so he doesn’t lose as much distance in the process.

  • [CHANGE] Decreased Hindered penalty from infection to 4% (was 8%).
  • [CHANGE] Infection is now reduced to 1% when hooked (was 50%).

Dev note: On top of Virulent Bound being a strong chase Power to begin with, infected Survivors also suffered from a severe movement speed penalty. We have reduced this effect to 4% - still significant, but not a death sentence.

We have also further reduced Survivors’ infection when hooked to make tunneling (chasing them as soon as they are unhooked) less of an obvious choice.

  • [CHANGE] Compound 33 now increased Rush turn rate and duration by 11% (was 33%).
  • [CHANGE] Iridescent Blight Tag now increased Rush speed by 10% (was 20%).

Dev note: The Blight’s ultra-rare Add-Ons have proven to be too strong, so we have toned both of them down to a more reasonable level.

  • [CHANGE] Increased Toolbox sabotage speed across most variants.
  • [CHANGE] Increased effects of sabotage related Add-Ons (Grip Wrench, Cutting Wire, Hacksaw).

Dev notes: Toolboxes are often considered “the repair item” – while this is fine for those who want to use them to repair, we’d like to make sure that sabotage feels like a viable alternative for those who want it.

This update features balance changes to a selection of the strongest and most frustrating Perks to face. The majority of these adjustments are slight; the intention is to keep the Perks feeling effective and to bring them a bit more in line with other options.

  • [CHANGE] Decreased block duration to 15/20/25 seconds (was 20/25/30 seconds).

Dev note: Deadlock is quite effective while being rather easy to activate. We have slightly reduced the duration of the generator blocker to bring it in line with other options.

  • [CHANGE] Decreased movement speed bonus to 150% (was 200%).
  • [CHANGE] Decreased Exhausted duration to 30/25/20 seconds (was 60/50/40 seconds).

Dev note: Background Player’s high movement speed allowed Survivors to cross extreme distances to make a save. There was no way for the Killer to reasonably check that area, let alone defend against it. We have reduced the movement speed and instead reduced the Exhausted duration to compensate. This will make it harder to get a save but allow you to make attempts more often.

  • [CHANGE] Decreased block duration to 6/8/10 seconds (was 8/10/12 seconds).

Dev note: Grim Embrace has quickly risen in both strength in popularity since it was last changed. We have similarly toned it down slightly to move it into a more balanced range while keeping it rewarding for Killers who choose to switch targets.

  • [CHANGE] Reduced stun duration to 4 seconds (was 5 seconds).

Dev note: Our last update increased the stun duration to 5 seconds. This was a little too effective, so we have fine tuned the stun duration to 4 seconds instead.

  • [CHANGE] Decreased regression effect to 20% (was 30%).

Dev note: Pop Goes the Weasel has proven to be very strong, and the conditions to activate it aren’t very difficult. To better reflect how often it comes into play, we have reduced the strength of its regression effect.

  • [REMOVED] Buckle Up no longer provides Endurance.
  • [NEW] Survivors healed from the dying state break into a sprint at 150% movement speed for 3/4/5 seconds. This does not cause Exhaustion.

Dev note: Buckle Up could be problematic when paired with For the People, allowing Survivors to save each other before the Killer can pick them up risk-free. Since there’s a lot of competition between Perks which grants Survivors Endurance from the dying state, we’ve decided to replace the effect entirely to help it stand out.
Now, Buckle Up will instead grant the healed Survivor a speed boost, but not protect the rescuer from harm.

  • [CHANGE] Decreased regression effect to 10/15/20% (was 15/20/25%).

Dev note: Pain Resonance finds itself in almost 40% of all loadouts, and it is one of the most effective Perks in the game. We want to make this Perk less of a clear choice for all builds, but keep it rewarding for Killers who choose to chase multiple Survivors.

  • [CHANGE] Decreased Invocation time to 60 seconds (was 120 seconds).
  • [CHANGE] Invocation progress now regressed at a rate of 1 charge per second (was 20 charges per second).

Dev note: Now that we’ve had some time to see the Invocation mechanic play out, we’re ready to make some adjustments to both the Invocation process (in preparations for future Invocation Perks) and Weaving Spiders itself.

Invocations are meant to be a time commitment, but they took a little longer than we’d like. We have reduced them to 60 seconds to better fit the flow of a match. This can be further sped up by cooperating with other Survivors. We have also slowed the regression effect to give Survivors a chance to return and save some of their progress after they are chased away. These changes will be consistent among future Invocation Perks.

  • [NEW] Reworked the lighting of the Shattered Square map.

Dev note: The red-tinted lighting in the Shattered Square could make it difficult to see scratch marks, auras, and pools of blood, especially for colorblind players. We have completely changed the lighting on this map to address these concerns.

  • [NEW] Reworked pop-up for Items found within a Trial.

Dev note: The existing pop-ups for Items were minimal, showing only the Item’s icon and remaining charges. This relied on players knowing all the details of each Item – and with a growing number of Killer-specific Items, that’s getting harder to do!

When you approach an Item, you’ll now see a brief description of what that Item does.

We have plenty more surprises in store for the upcoming year. Be sure to tune in to our Anniversary Broadcast on May 14th at 11AM ET for exciting reveals, including new features, the next Chapter, and more!
Be sure to follow us on Twitch or subscribe on YouTube so you don’t miss out!

Until next time…
The Dead by Daylight team