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DBD spinoff shooter Project T canceled following playtest feedback

Recently Dead by Daylight has been diversifying, with games like The Casting of Frank Stone and What the Fog showing different aspects to the horror universe created by Behaviour Interactive. One of these, the upcoming PvE shooter Project T, has sadly now been canceled - thanks in part to feedback from a playtest held earlier in the year.


Read the rest of the story...


RELATED LINKS:

DBD codes September 2024

Next DBD update will make the game a lot less bloody, most of the time

Dead by Daylight killer tier list: all 37 deadly DBD killers ranked

8.3.0 | PTB



[h3]Important[/h3]
  • Progress & save data information has been copied from the Live game to our PTB servers on Sep 9. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
  • Players will once again receive 12,500 Auric Cells on the PTB Build to explore Outfits and Characters in the Store. Both Auric Cells and purchases made on the PTB Build will not transfer to the Live Build.

[h2]Content[/h2]

[h3]Finisher Mori[/h3]
The killer may now kill the last survivor by performing a Mori. Improvements have been made to the cinematic Mori camera to better highlight these end of trial kills.
  • Ebony Memento Mori:
    Gain 30,000 Bloodpoints for performing any Mori on the last Survivor.
  • Ivory Memento Mori:
    Gain 20,000 Bloodpoints for performing any Mori on the last Survivor.
  • Cypress Memento Mori:
    Gain 10,000 Bloodpoints for performing any Mori on the last Survivor.


[h3]Killer Perk Updates[/h3]
  • Blood Echo:
    When hooking a Survivor, all injured Survivors suffer from Hemorrhage and Exhaustion for 20/25/30 seconds. (was 45 seconds)
    Blood Echo has a cooldown of 80/70/60 seconds. (REMOVED)
  • Dead Man's Switch:
    When hooking a Survivor, Dead Man's Switch activates. The first Survivor that stops repairing a generator calls upon the Entity to block it for 40/45/50 seconds. (was 35/40/45 seconds)
    Dead Man's Switch cannot activate while it is actively blocking a generator. (NEW)
  • Deathbound:
    When a Survivor heals another Survivor, they scream and activate Deathbound. (Removed the distance requirement)
    When the healer is further than 16/12/8 meters from the Survivor they healed, they are Oblivious.
    This lasts until the healer is hooked. (was 60 seconds)
  • Genetic Limits:
    Anytime a Survivor loses a health state, they suffer from the Exhausted Status Effect for 6/7/8 seconds. (was upon finishing the healing action, and 24/28/32 seconds)
  • Hex: Crowd Control:
    The last 3/4/5 vaults that Survivors rush vault are blocked by the Entity. (was 14/17/20 seconds)
    This lasts until the hex totem is cleansed.
  • Leverage:
    When a Survivor performs the unhook action, their healing speed is reduced by 30/40/50% for 30 seconds. (was token based, and 3/4/5%)
  • Machine Learning:
    When damaging a generator, it becomes Compromised. Only one generator can be Compromised at a time. (Removed the requirement to activate the perk)
    When a Compromised generator is completed, you become Undetectable and gain 10% Haste for 40/50/60 seconds.
    This effect cannot stack.
  • Predator:
    When a Survivor escapes a chase, reveal their aura for 6 seconds. (NEW)
    Predator has a 60/50/40-second cooldown (NEW)
  • THWACK!:
    THWACK starts with 3 tokens (NEW)
    When breaking a pallet or breakable wall, consume a token. (NEW)
    Survivors within 24 meters scream, revealing their location for 3/4/5 seconds (was 28/30/32 meters, and 4 seconds)
    When hooking a Survivor, regain 1 token (NEW)
  • Zanshin Tactics:
    When a Survivor is within 6 meters of a dropped pallet within 16 meters of your location, reveal their aura for 6/8/10 seconds. (REWORK)

[h3]Survivor Perk Updates[/h3]

  • Bloodrush:
    After being unhooked, Blood Rush activates for the next 40/50/60 seconds.
    While suffering from Exhausted, press the Active Ability Button 1 to recover from Exhausted instantly.
    Blood Rush deactivates when used or when performing a conspicuous action.
    Blood Rush is disabled once the exit gates are powered.
  • Corrective Action:
    You start the trial with 1/2/3 token(s) and gain a token, up to a maximum of 5, for every Great Skill Check.
    When a Survivor fails a Normal Skill Check within 8 meters, 1 token is consumed and their failed Skill Check becomes a Great Skill Check.
  • Distortion:
    When your aura would be read, hide your scratch marks and aura for the next 8/10/12 seconds. (was 6/8/10)
    Distortion deactivates until the next time you are chased.
  • Inner Focus:
    You can see other Survivors' Scratch Marks.
    Whenever another Survivor loses a health state, the Killer's aura is revealed to you for 6/8/10 seconds. (Removed the range condition)
  • Lucky Star:
    When you hide a locker, make no grunts of pain.
    After exiting the locker, you see the aura of the closest generator, all Survivors, and make no grunts of pain, nor leave blood pools for 30 seconds. (was 10 seconds)
    Lucky Star goes on cooldown for 40/35/30 seconds.
  • Poised:
    When first starting repairs on a generator, reveal the Killer's aura for 6 seconds. (NEW)
    After a generator is completed, leave no scratch marks for 10/12/14 seconds. (was 6/8/10 seconds)
  • Quick Gambit:
    When you are being chased, see the aura of other Survivors. (Removed the range condition)
    Survivors working on any generator gain 3/4/5% repair speed boost. (was 6/7/8%)
    Quick Gambit goes on cooldown for 60/60/60 seconds when you lose a health state. (NEW)
  • Teamwork: Collective Stealth:
    After being healed by another Survivor, you both leave no scratch marks as long as you stay within 8/12/16 meters. (Removed cooldown, was 12 meters)
    This effect lingers for 4 seconds when leaving the range. (NEW)
    This effect does not stack.
  • Teamwork: Power of Two:
    When you finish healing another Survivor, you both gain 5% Haste as long as you stay within 8/12/16 meters. (Removed cooldown, was 12 meters)
    This effect lingers for 4 seconds when leaving the range. (NEW)
    This effect does not stack.
  • We're Gonna Live Forever:
    When healing another Survivor in the dying state, your healing speed is increased by 150%. (was 100%)
    When completing the heal action, grant them the Endurance Status Effect for 6/8/10 seconds. This effect has a 30-second cooldown. (Removed the list of conditions required to trigger this effect)

[h3]Killer Updates[/h3]

The Hillbilly - Basekit
  • Decrease Overdrive dissipation buffer to 8 seconds (was 15 seconds)
  • Decrease Overdrive chainsaw sprint speed to 11.5 m/s (was 13 m/s)
  • Decrease Overdrive charges gained when revving to 1.5/second (was 2/second)
  • Decrease Overdrive charges gained when sprinting to 1.5/second (was 2/second)
  • Increase the Chainsaw miss cooldown to 2.7 seconds (was 2.5 seconds)
The Hillbilly - Addons
  • Discarded Air Filter:
    Decrease rarity to Common (was Rare)
  • High-Speed Idler Screw:
    Decrease rarity to Uncommon (was Very Rare)
  • Dad's Boots:
    Increase rarity to Rare (was Common)
    Increases the Chainsaw Sprint turn rate by 20% (was 30%)
  • Spiked Boots:
    Increase rarity to Very Rare (was Uncommon)
    Increases the Chainsaw Sprint turn rate by 30% (was 45%)
  • Lo Pro Chains:
    Chainsaw hits within 5 seconds of breaking a pallet inflict Deep Wound on Injured Survivors (instead of the Dying State)
The Skull Merchant - Basekit
  • Decrease the Hindered penalty when scanned while having a Claw Trap to 5% (was 10%)
  • Drones are always in the active state (NEW)
  • Drone scan lines are only visible within 16 meters (NEW)
  • Decrease the number of scan lines to 1 (was 2)
  • The Skull Merchant no longer gains Haste from Survivors being scanned or from Survivors having a Claw Trap
The Skull Merchant - Addons
  • Expired Batteries:
    All Survivors start the trial with a Claw Trap, which has 50% normal battery life.
    Claw Trap battery life increases by 10% for each Claw Trap received, up to 150%. (Note: After the initial Claw Trap of 50%, the next Claw Trap starts at 100% battery life)
The Twins - Basekit
  • Increase the cooldown when Victor is crushed to 20 seconds (was 15 seconds)
  • Increase the cooldown when Victor downs a Survivor to 3.2 seconds (was 2.7 seconds)
The Unknown - Basekit
  • Decrease to Teleport movement speed Recovery to 1.4 seconds (was 1.7 seconds)
  • Decrease to delay between charging UVX and movement speed penalty to 0.07 seconds (Triggering movement speed penalty while charging UVX now happens faster upon pressing input, was 0.2 seconds)
  • Moved Survivor body texture effect from UVX Airborne Hits to successful UVX Weakened Hits (Weakened Survivors should now have more visual information to track if they have become or are still afflicted by Weakened)
  • Updated sound effect for UVX Airborne Hit to sound more neutral overall
The Unknown - Addons
  • Blurry Photo:
    After Teleporting, regain full Movement Speed 15% faster (was 50% faster)
  • Vanishing Box
    Survivors who complete generators become Weakened against UVX
    Increase Hallucination spawn time by 80% (NEW)

[h3]Features[/h3]

[h3]UX[/h3]
Gameplay
  • Updated the Unknown's Killer Power Icon with new smaller icons to better surface mechanics and cooldowns

Rift Pass
  • Players can Preview Mori's at the Rift Pass

[h3]Bug Fixes[/h3]

Archives
  • Fixed an issue that caused the "With Your Own hands" challenge not to gain progress when killing a Survivor with the Lich's Recover Artifact.
Audio
  • Fixed an issue that caused Slipknot's Theme to not play when swapping cosmetics.
  • Dwight's Mr. Elf outfit is now producing short range SFX when crouching/uncrouching.
  • Fixed an issue that caused Lara Croft to trigger VOs during a Mori.
Bots
  • Survivor Bots went through a grueling training on how to use Flashlights and are now much better at aiming them and using them mid-chase.
Characters
  • More Legendary Outfits for Killers now come with a custom name.
  • Fixed an issue that caused the Nemesis' add-on Adrenaline Injector not to increase Killer Instinct duration.
  • Fixed an issue that caused the Dark Lord's model to become distorted when spectating while the Killer shapeshifted forms.
Environment/Maps
  • Fixed an issue the map Sanctum of Wrath where the statues head would not rotate.
  • Fixed an issue in Midwich Elementary school where a ground tile appeared in the corridors.
  • Fixed an issue in the map Rancid Abattoir where a tree would clip through the exit gates.
  • Updated the map tile generation to reduce chances of bugs in the future. You may see certain tiles appear more or less commonly than before.
Perks
  • Fixed an issue that caused the incorrect external perk icon to be shown when a Survivor is unhooked with Babysitter.
  • Fixed an issue that caused Decisive Strike not to free the Survivor after being caught by the Lich mimic chest.
  • Fixed an issue that caused the Eye of Belmont perk to behave inconsistently when paired with Object of Obsession perk.
  • Fixed an issue that caused the Weave Attunement debuff icon to remain on a Survivor whilst no longer affected.
Add-Ons
  • Updated the Description to The Dark Lord's Magical Ticket add-on to reflect the correct value.
Platforms
  • Improved loading time during splash screen for Xbox Series X.
  • Fixed a crash that could occur when Suspending the game on PlayStation consoles.
Misc
  • Fixed a crash that could occur when force-exiting the application with Alt-F4 during a Trial.
  • Fixed a crash that could occur on servers while loading into a Trial.
  • Fixed an issue that caused the White Ward Survivor Offering not to protect add-on when the Survivor dies with an upgraded item.

Next DBD update will make the game a lot less bloody, most of the time

Sometimes updates land with a whimper, a few changes and alterations here and there, and everyone carries on as before. Other times, patches land like a grenade tossed into a room, and the next one for Dead by Daylight looks to be the latter. September's developer update is now out in the wild, showing everyone what Behaviour Interactive is working on, and it looks like it'll be one of the most impactful updates the game has seen in a long time.


Read the rest of the story...


RELATED LINKS:

Dead by Daylight killer tier list: all 37 deadly DBD killers ranked

DBD Twitch drops and how to claim

DBD codes September 2024

Developer Update | September 2024



The next update features an especially large number of Perk tweaks & reworks on top of our usual Killer tweaks & new features. In this post, we’ll dig into each of the changes and share our reasoning behind them.

  • [NEW] The Killer can now perform a Mori on the final Survivor without using an Offering.
  • [NEW] Objects obstructing the camera during the Mori animation will fade away.
  • [REWORK] Memento Mori Offerings have a new effect: Gain a large Bloodpoint bonus when performing a Mori on the final Survivor.
Dev note: When the Finishing Mori system was tested previously, many found it and the surrounding gameplay changes to have too large of an effect on the match. We have scaled back this system to better suit what players expected from it: Killers now have the option to kill the final Survivor if they so choose. This will provide some visual flair and create a satisfying end to a match.

Since this change would make Memento Mori Offerings obsolete, we have reworked them to instead reward the Killer with a large amount of Bloodpoints (based on their rarity) when a Mori is performed.

We have also added a new mechanic which hides nearby objects when a Mori is happening to prevent rocks, crates, and other things from rudely standing in the way so you can see these kills in all their glory.

[h2]Survivor Perks[/h2]

  • [NEW] This effect will linger for a few seconds when out of range. Re-entering this range before the linger time expires will maintain the effects.
  • [CHANGE] Increased range to 8/12/16 meters (was 12 meters).
  • [REMOVED] Teamwork: Power of Two no longer has a cooldown (was 180/160/140 seconds).
  • [REMOVED] No longer deactivates when either Survivor loses a health state.
Dev note: This Perk grants a speed boost to both Survivors after healing as long as they stick together. This alone is pretty conditional, so we have removed the cooldown entirely and removed the added deactivation clause to simplify the Perk and make it feel better to use. We’ve also increased the range slightly to make it a little easier to maintain.

  • [NEW] This effect will linger for a few seconds when out of range. Re-entering this range before the linger time expires will maintain the effects.
  • [CHANGE] Increased range to 8/12/16 meters (was 12 meters).
  • [REMOVED] Teamwork: Collective Stealth no longer has a cooldown (was 180/160/140 seconds).
  • [REMOVED] No longer deactivates when either Survivor loses a health state.
Dev note: We have given a similar treatment to Teamwork: Collective Stealth: Healing and staying near each other is already quite the demand, so we have removed the unnecessary cooldown and health state conditions. The range will match other Teamwork Perks for consistency.
  • [CHANGE] Now applies to Survivors within 8 meters (was cooperating on the same action).
  • [CHANGE] Prevented failed Skill Checks now become Great Skill Checks (was Good Skill Checks).
Dev note: Corrective Action previously only prevented progress lost from other Survivors’ missed Skill Checks. This could be great when playing with a new friend, but not very useful for more experienced players. We have changed the result to a Great Skill Check to provide a marginal progress boost whenever the Perk activates, giving it some value in higher end matches.
  • [CHANGE] Increased aura reading duration to 6/8/10 seconds (was 3/4/5 seconds).
  • [REMOVED] Removed range requirement.
Dev note: This Perk previously required you to be within 32 meters of the Survivor who loses a health state, meaning you would often know where the Killer is anyway. We have removed this condition: This will make Inner Focus a useful tool for keeping track of the Killer’s whereabouts regardless of where they are in the map.
  • [CHANGE] Increased healing speed bonus to 150% (was 100%).
    Dev note: Survivors aren’t left in the dying state often, so we want to make sure this Perk is effective when the situation arises.
  • [REMOVED] Endurance effect no longer needs to be activated.
  • [NEW] Added a 30 second cooldown to the Endurance effect.
Dev note: The Endurance aspect of the Perk made the Perk overly complicated to make use of, so we have replaced this with a cooldown instead. This cooldown only applies to the Endurance effect, not the healing speed increase.
  • [NEW] When you first start repairing a generator, see the Killer’s aura for 6 seconds.
  • [CHANGE] Increased duration to 10/12/14 seconds (was 6/8/10 seconds).
Dev note: To make Poised more appealing, we’re introducing a new effect in addition to the original one: When you first start repairing a generator, you’ll see the Killer’s aura. This will help keep tabs on where they are throughout the match.

We’ve also increased the duration of the original effect to help you cover more ground without leaving tracks.
  • [CHANGE] Blood Rush now activates for 40/50/60 seconds after being unhooked (previously activated permanently when you were one hook away from death).
  • [NEW] Blood Rush now deactivates upon performing a Conspicuous Action.
  • [NEW] Blood Rush now deactivates when the exit gates are powered.
  • [REMOVED] Blood Rush no longer heals or provides the Broken Status Effect.
Dev note: This Perk had a lot of effects and an equally strict set of conditions. We have simplified it to focus on the Exhaustion recovery which tended to be the main appeal for the Perk.

To allow this effect to happen more often, Blood Rush now activates for a set duration after you are unhooked. Killers will want to be careful not to chase Blood Rush users after they are unhooked since they will be harder to catch. This effect will be disabled if the Survivor performs a Conspicuous Action or if the exit gates are powered.
  • [NEW] When chased, see the auras of other Survivors.
  • [NEW] Quick Gambit now has a 60 second cooldown upon losing a health state.
  • [CHANGE] Reduced repair speed bonus to 3/4/5% (was 6/7/8%).
  • [REMOVED] Repair speed bonus no longer has a limited range.
Dev note: Quick Gambit previously required Survivors to lead the Killer toward the generator in order to get any benefit. This was very risky and often resulted in the Killer chasing those Survivors instead. This Perk no longer has a range requirement and now shows the auras of other Survivors so you can do the opposite – keep the Killer away from them!

To balance this out, Quick Gambit will now go on cooldown upon losing a health state, making it more challenging to keep active and providing the Killer a way to play around it.
  • [REWORK] Distortion no longer has tokens and instead deactivates once used until the next time you are chased.
  • [CHANGE] Increased duration to 8/10/12 seconds (was 6/8/10 seconds).
Dev note: Distortion counters a lot of Perks & Add-Ons. The token system and recharge mechanic makes Distortion far too effective and allows Survivors to go unseen for the entire match.

To limit its effectiveness, we have removed the token system and made it so Distortion only reactivates upon being chased. We have extended the duration slightly to help account for longer aura reading effects to compensate.
  • [CHANGE] Now suppresses grunts of pain and pools of blood as long as you are in the locker. This effect lingers for 30 seconds after exiting the locker (was 10 seconds after entering).
Dev note: Lucky Star’s short duration often meant it would wear off before the Killer left the area. It will now stay active as long as you are in the locker and linger for a set duration after you leave.
[h2]Killer Perks[/h2]

  • [REWORK] Anytime a Survivor loses a health state, they suffer from the Exhaustion for 6/7/8 seconds.
Dev note: Genetic Limits previously affected Survivors who healed, which often lead to the Exhausted effect expiring before they could be chased. It will now apply to Survivors who lose a health state instead, but with a shorter duration. This will provide more consistent value, though skilled Survivors may be able to outlast the effect.
  • [REWORK] When a Survivor performs an unhook, their healing speed is reduced by 30/40/50% for 30 seconds.
Dev note: Leverage used to gain strength as the match went on. This made Leverage ineffective early on, often only becoming effective when the match was nearly won anyway. We have reworked it to be much simpler and provide consistent value. Leverage now discourages Survivors from healing directly under the hook.
  • [REWORK] THWACK! now starts with 3 tokens. Gain 1 token upon hooking a Survivor. When breaking a pallet or breakable wall, consume one token and cause Survivor within 24 meters to scream and reveal their location for 3/4/5 seconds.
Dev note: THWACK! used to only activate once per hook, leading to it often being wasted. By introducing tokens, Killers can store these uses for later and potentially use it more than once in a chase.
  • [CHANGE] The most recently damaged generator becomes Compromised.
Dev note: Machine Learning previously required you to damage one generator to activate it, then another to Compromise it. This made it awkward to use. To simplify this, the most recently damaged generator will always be Compromised. Only one generator can be Compromised at a time.
  • [REMOVED] Deathbound no longer has a distance requirement to activate.
  • [REMOVED] Deathbound no longer has a duration and instead deactivates when the healer is hooked.
Dev note: This Perk’s range condition made it inconsistent to use. To simplify it and give it a nice boost in strength, we have removed both the range requirement and the duration.
  • [REWORK] When a Survivor is within 6 meters of a dropped pallet within 16 meters of your location, their aura is revealed for 6/8/10 seconds.
Dev note: Revealing pallets and windows was much less useful for Killers than Survivors since the Killer is present every time a pallet is broken. We have reworked this Perk to instead reveal Survivor auras near dropped pallets. This will provide some useful info during a chase and allow for some interesting mindgames.
  • [CHANGE] Now applies only to the first Survivors who stops repairing a generator.
  • [CHANGE] Increased duration to 40/45/50 seconds (was 20/25/30 seconds).
Dev note: Dead Man’s Switch provides a very powerful effect but can sometimes get out of hand when combined with other Perks. We have changed it to activate only on the first Survivor who stops repairing to limit how powerful it can be and increased its duration to compensate.
  • [REMOVED] Blood Echo no longer has a cooldown.
  • [CHANGE] Reduced duration to 20/25/30 seconds.
Dev note: Blood Echo previously had a long cooldown. This felt unnecessary since the requirement of hooking a Survivor itself spaced out its activations. This has been removed, allowing the Perk to activate more frequently, and reduced the duration slightly to compensate.
  • [REWORK] The last 3/4/5 vaults which Survivors rush vault are blocked by The Entity. This lasts until the hex totem is cleansed.
Dev note: In vault-heavy areas, it was possible for Survivors to outlast the effect by linking together multiple windows. Going forward, the most recently vaulted windows will be blocked until the hex is cleansed.
  • [REWORK] When a Survivor escapes a chase, reveal their aura for 6 seconds. This Perk then goes on cooldown for 60/50/40 seconds.
Dev note: Predator has always caused mixed feelings; some feel like tighter scratch marks make tracking easier, others find it makes finding Survivors harder. We have given this a new effect which will be more useful for all.

Those struggling to keep track of Survivors will find Predator handy for giving them a second chance, meanwhile more experienced players may find some use by intentionally breaking chase.


[h2]Killer Updates[/h2]

  • [CHANGE] Decreased Hindered penalty when scanned by a drone to 5% (was 10%).
  • [REMOVED] The Skull Merchant no longer gains Haste when scanning a Survivor.
    Dev note: These two effects combined to create a huge speed difference between the Killer and Survivors. We have removed one and toned the other down to a fairer level.
  • [CHANGE] Reduced number of drone scan lines to 1 (was 2).
  • [CHANGE] Drones are now always in their active state.
  • [CHANGE] Drone scan lines are now invisible beyond 16 meters.
Dev note: Being unable to see drone scan lines made them very difficult to play around accordingly. Scan lines will now always be visible when nearby and invisible when out of range. Additionally, we have reduced the number of scan lines per drone to allow for more counterplay.
  • [CHANGE] Decreased time before Overdrive starts to dissipate to 8 seconds (was 15 seconds).
  • [CHANGE] Decreased Overdrive movement speed to 11.5m/s (was 13m/s).
  • [CHANGE] Decreased Overdrive charges gained while revving and sprinting to 1.5/second (was 2/second).
  • [CHANGE] Increased Chainsaw missed attack cooldown to 2.7 seconds (was 2.5 seconds).
Dev note: It’s been great seeing The Hillbilly’s rise in popularity! Now that he’s had some time to settle, we’ve identified a few aspects of his new Overdrive mechanic that could use some fine tuning.

Overdrive tended to kick in very frequently, staying active for a large portion of the match. These changes will make the Overdrive mechanic a little less common and provide less of a speed boost when it is active.

We’ve also increased the missed attack cooldown slightly to make it harder to follow up a missed Chainsaw with a basic attack.


  • [CHANGE] Increased Victor’s cooldown when crushed to 20 seconds (was 15 seconds).
  • [CHANGE] Increased cooldown after Victor downs a Survivor to 3.2 seconds (was 2.7 seconds).
Dev note: Following their update earlier this year, The Twins saw a sharp increase in lethality. To keep them in check, have slightly increased how long it takes for Victor to recover after downing a Survivor. We have also slightly increased how long it takes for Victor to become available after being crushed by a Survivor to make it more impactful when a Survivor manages to pull it off.
  • [NEW] HUD update to display Teleport cooldown & Hallucination spawn time.
  • [CHANGE] Movement speed now decreases sooner when charging your Power.
  • [CHANGE] Increased teleport recovery speed by 15%.
  • [CHANGE] Adjustments to Blurry Photo and Vanishing Box Add-Ons.
  • [CHANGE] Improved visual and audio feedback when using UVX.
Dev note: We tend to revisit Killers a few months after they release and see if they need any balance changes. It turns out The Unknown is already in a pretty good spot and is well liked by players, so that makes our job easy this time around!

Tapping the Power button can postpone a Hallucination from spawning, but to a Survivor it appears as if you’re about to launch UVX. This forces Survivors to constantly dodge and lose distance without slowing down the Killer. We have reduced the window before the Killer slows down while charging their Power. This will make it harder to tap the Power button without slowing down while focusing on a chase.

We noticed that the Blurry Photo Add-On is a fan-favourite, so we have incorporated part of its effect into the basekit and toned it down to compensate. This will allow more freedom to experiment with other Add-Ons without missing out. We have also toned down the Vanishing Box Add-On which was on the stronger side, by adding a tradeoff increase to Hallucination spawn time.

Lastly, we’ve improved the VFX and SFX when using UVX (that’s a lot of X’s). This doesn’t affect balance, but will make it clearer to newer Unknown players that hitting Survivors with the blast is how you apply Weakened and deal damage, not with airborne hits.


Until next time…

The Dead by Daylight team

DBD permanently slashes prices of some of its original characters

Dead by Daylight is a game filled with big-name horror licenses, including the Alien from Alien, Chucky from Child's Play, Freddy Krueger from A Nightmare on Elm Street, and Sadako from The Ring. There's plenty more too, as well as a few licenses from outside horror such as Lara Croft and Dungeons and Dragons. Where DBD excels, however, is in its original characters, and several are getting a permanent price reduction.


Read the rest of the story...


RELATED LINKS:

Dead by Daylight killer tier list: all 37 deadly DBD killers ranked

DBD Twitch drops and how to claim

DBD codes September 2024