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Dead by Daylight's new survivor is 'a legendary character that epitomizes the spirit of survival instinct,' and her name is Lara Croft




The asymmetric horror game Dead by Daylight has finagled a lot of high-profile crossovers over the years—Alan Wake, Nicolas Cage, Ellen Ripley, Vecna, the list goes on—and the latest addition to the lineup is no exception. Lara Croft, the OG tomb raider, is coming to the game in July, and is playable right now via a public test build on Steam...
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DBD and Tomb Raider collide with Lara Croft survivor you can play now

If there's one thing the new Tomb Raider games has taught me, it's that Lara Croft deserves a bit of time off. No more rolling off cliffs, no more world-shattering events, no more waves of faceless mooks all hell-bent on her demise. No, she needs a rest. Unfortunately that's not on the cards for her, as Lara Croft is about to enter the fog as the newest Dead by Daylight survivor.


Read the rest of the story...


RELATED LINKS:

Lara Croft DBD chapter release date, time, and PTB details

Two underused DBD killers will get a massive boost in viability

DBD's newest and most controversial map gets big killer buff

8.1.0 | PTB


[h2]Important[/h2]
  1. Progress & save data information has been copied from the Live game to our PTB servers on June 17th. 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.
  2. 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]New Survivor: Lara Croft[/h3]
New perk: Finesse
  • This perk activates while you are healthy. Your fast vaults are 20% faster. This perk goes on cooldown for 40/35/30 seconds after performing a fast vault.
New Perk: Hardened
  • After you unlock a chest and cleanse or bless a totem, this perk activates. Anytime you would scream, reveal the Killer's aura for 3/4/5 seconds instead.
New Perk: Specialist
  • Each time you open or rummage through a chest, gain 1 token, up to 3/3/3. When you do a great skill check on a generator, consume all tokens. Then for each token consumed, reduce the maximum required generator progress by 2/3/4.


[h3]Killer Perk Updates[/h3]
Darkness Revealed:
  • Increased the duration of the aura reveal to 6/7/8 seconds. (was 3/4/5 seconds)
I'm All Ears:
  • Decreased the cooldown to 60/45/30 seconds. (was 60/50/40 seconds)
Trail of Torment:
  • Decreased the cooldown to 60/45/30 seconds. (was 80/70/60 seconds)
Oppression:
  • Decreased the cooldown to 60/50/40 seconds. (was 120/100/80 seconds)
Dragon's Grip:
  • Decreased the cooldown to 60/50/40 seconds. (was 120/100/80 seconds)
Machine Learning:
  • Increased the Undetectable and Haste duration to 40/50/60 seconds. (was 20/25/30 seconds)


[h3]Survivor Perk Updates[/h3]
Autodidact:
  • Decreased the initial progress penalty to 15%. (was 25%)
Empathic Connection:
  • Increased the speed at which you heal others to 30% faster. (was 10%)
Iron Will:
  • Increased the grunts of pain reduction to 80/90/100%. (was 25/50/75%)
Resurgence:
  • Increased the healing progress gained to 50/60/70%. (was 40/45/50%)
Solidarity:
  • Increased the heal conversion rate to 50/60/70%. (was 40/45/50%)
Babysitter:
  • Increased the Haste bonus to 10%. (was 7%)
  • Increased the duration to 20/25/30 seconds. (was 4/6/8 seconds)


[h3]Killer Updates[/h3]
The Knight - Basekit
  • Added the ability to cycle between guards using the Secondary Ability button.
  • Decrease the camera push distance when entering path creation mode to 80 cm. (was 160 cm)
  • The Knight must create a patrol path of at least 10 meters before being able to spawn a Guard. It's possible to cancel early by using the Secondary Ability button.
  • Adjusted the Guards' detection to reduce the likelihood of being detected through walls.
  • While The Knight is within 8 meters of a Guard that is actively hunting, the hunt timer will deplete at 3x the normal speed.
  • While drawing a patrol path, its length applies a modifier on the base total hunt time:
    1-15 meters: 1x
    16-25 meters: 1.25x
    26+ meters: 1.5x
  • Decreased The Carnifex's hunt duration to 12 seconds. (was 24 seconds)
  • Increased The Jailer's hunt duration to 24 seconds. (was 12 seconds)
  • Decreased the time it takes for each Guard to perform the Order action:
    Carnifex: 1.8 seconds (was 2 seconds)
    Assassin: 5 seconds (was 6 seconds)
    Jailer: 5 seconds (was 6 seconds)
  • Increased each Guard's detection range:
    Carnifex: 10 meters (was 8 meters)
    Assassin: 10 meters (was 8 meters)
    Jailer: 16 meters (was 14 meters)
The Knight - Addons
  • Map of the Realm:
  • Increases the Guard's detection range by 2 meters. (was 4 meters)
  • Pillaged Mead:
  • Decreases the Break or Damage action of Guards by 10%. (was 15%)
  • Battleaxe Head:
  • Decreases the cooldown after calling upon The Carnifex by 20%. (Rework)
  • Treated Blade:
  • Decreases the cooldown after calling upon The Assassin by 20%. (Rework)
  • Cold Steel Manacles:
  • Decreases the cooldown after calling upon The Jailer by 20%. (Rework)
  • Sharpened Mount (was Chain Mail Fragment):
  • Increases the time it takes for the Standard to spawn by 15%. (Rework)
  • Grim Iron Mask:
  • When a Guard detects a Survivor during a Patrol, the Survivor suffers from the Blindness Status Effect for the next 75 seconds. (was 60 seconds)
  • Broken Hilt:
  • Guards inflict the Haemorrhage and Mangled Status Effects when damaging a Survivor. (was only Mangled)
  • Ironworker's Tongs:
  • If a Guard fails to damage a Survivor during a Hunt, the Survivor suffers from the Oblivious Status Effect for 60 seconds. (was 20 seconds)
  • Town Watch's Torch:
  • While a Guard is actively Hunting a Survivor, gain the Undetectable Status Effect. (Rework)
  • Blacksmith's Hammer:
  • Guards inflict the Broken Status Effect for 60 seconds when damaging a Survivor. (Rework)
  • Flint and Steel:
  • After summoning The Carnifex, the auras of all Survivors within 24 meters of any unbroken dropped Pallets are revealed for 8 seconds. (was 5 seconds)
  • Healing Poultice:
  • After summoning The Assassin, all Survivors within 8 meters of The Assassin's spawn location have their auras revealed for 8 seconds. (Rework)
  • Jailer's Chimes (was Lightweight Greaves):
  • After summoning The Jailer, Survivors that cross The Jailer's Patrol Path have their auras revealed for 8 seconds. (Rework)
  • Knight's Contract:
  • After giving an Order, the Guard will remain for an extra 8 seconds, triggering a Hunt should they detect a Survivor. (Rework)
  • Iridescent Company Banner:
  • Drawing a Patrol Path through Windows blocks them for all Survivors for 25 seconds after summoning a Guard. (was 15 seconds)
  • The Exit Gates are blocked by the Entity Spikes for the Hunted Survivor.
  • All Windows vaulted by the Hunted Survivor are blocked for all Survivors for the remained of the Hunt.


The Singularity
  • When tagging a Survivor from a Pod (and Slipstream is not completed), the Tagging progress goes down gradually over 0.5 sec (was instant)
  • Tag depletion starts after 0.25 seconds after Slipstream has been accumulated (but not completed) (was 0.3 seconds)
  • When taking over an inactive pod, the reticule will center on the closest Survivor in range and line of sight (new)
  • When destroying a pod while controlling it, hold down M1-Attack Button for 1.25 sec to destroy it (new)
  • New Killer Instinct Effect for 3.0 sec. on Survivors receiving Slipstream from another Slipstreamed Survivor or from a Bio-Pod
  • Added Aim Assist effect when aiming at a Slipstreamed Survivor
  • Decreased Tagging cooldown for Pods after Slipstreaming a Survivor to 3.0 sec (was 3.5 - allows less downtime after shooting a Survivor)
  • Decreased distance that Survivor can see Supply Crate aura when not Slipstreamed to 28M (was 32)
  • Added Hindered Icon to show the slow down when Survivors charge the EMP tool
  • Killer Wake Up time after controlling a Pod decreased to 0.5 seconds (was 1.0).
  • Killer Wake Up time near a Hooked survivor decreased to 1.5 seconds (was 5) to account for the anti-camp feature.
  • Increased the Lock-On time to Slipstream a Survivor while controlling a pod to 0.8 seconds (was 0.6).
  • Decreased World Detection of the aiming radius to reduce collisions and interference for shots.
  • Overclock Duration no longer scales based on the number of Slipstreamed Survivors. Base value has been increased to 5.7 seconds (was 4.7)
  • Increased readability of the Survivor-in-range indicator - Highlight is On = can be tagged / Highlight is Off = cannot be tagged
  • After exiting a Pod, the aura of the last used Pod is displayed in yellow for 10.0 seconds (was 5)
  • Soma Family Photo Addon +3% Haste effect for the duration of the Overclock is now base kit.
  • UltraSonic Sensor Addon sound effect is now base kit. Killer can hear sounds through a controlled Biopod after 0.20 seconds by default.
  • Made valid location target placement easier (increased placement timing from 0.1 seconds to 0.2 seconds)
  • After using an EMP, Survivors are invincible to Slipstream for 1.0 second (was 2.0)
  • EMP Range effect has been increased from 8M to 10M.
  • EMPs stop printing when reaching 97%. Survivors now need to complete the last 3% manually. Supply Crate auras are shown in yellow when maximum progress has been reached.
  • No longer forced to pick up EMPs after opening Supply Cases
  • Perks: Blast Mine and Head-on now both apply the Overheat effect when affected by a stun during Overclock.


[h3]Map Updates[/h3]
  • Added 2 new Map variations to the Mount Ormond Resort
  • Added 1 new Map variation to the Family Residence from the Yamaoka's Estate Realm
  • Added 1 new Map variation to the Sanctum of Wrath from the Yamaoka's Estate Realm
  • Gameplay pass on the Forgotten Ruins map to add pallets on at the ground level
  • Added variations to the maze tiles in the pool of tiles for the Coldwind Farm Realm
  • Added lockers in the existing maze tiles in the Coldwind Farm Realm


[h2]Features[/h2]
[h3]Disconnect Bots[/h3]
  • Disconnect Bots will now be able to spawn if a player disconnects during loading. This should allow for games that used to be cancelled for not having enough players to continue on.

[h3]Hook respawn[/h3]
  • Hooks broken by a Sacrifice will now respawn after 60 seconds.

[h3]UX - Knight Guard's Chase[/h3]
  • Added a visual feedback when you have successfully distracted a guard by passing near a Window or downed Pallet.

[h3]UX - Lobby Update[/h3]
  • Cosmetics and Character selection are merged into a single section. As in the store, players can use subtabs to navigate between options, including Characters' bio pages.
  • Perks widget is added to the Lobby, available when looking at the Characters Menu, allowing players to view Perks and Powers while selecting Characters.
  • Filter option allows for players to show locked cosmetics if they want to do so.
  • As long as players are not waiting for a match to start, they can unlock Characters and Cosmetics directly on the Lobby.
  • Now Moris can be previewed in the Lobby.
  • Merged certain functionalities of the Killer and Survivor lobbies to make it easier to maintain in the future.

[h3]UX - Singularity's Podding and Controlling[/h3]
  • Biopod & Killer reticule was updated to better communicate states:
    Green state: Idle, Firing Biopod, Slipstreaming Survivor
    Purple state: Teleport to Survivor
    Grey state: On cooldown
    Red state: Destroying Biopod, Disabled Biopod
  • Biopods will now indicate to Survivors when they are about to be reactivated


[h2]Bug Fixes[/h2]
[h3]Audio[/h3]
  • The Voice-Over of the Lich is now correctly playing in the Mori Preview.

[h3]Bots[/h3]
  • The Trapper Bot in the Survive with Friends Tutorial now correctly looks at the target it is chasing.
  • The Trapper Bot in the Survive with Friends Tutorial should be better at not stepping into his own traps.
  • Prevented multiple Bots in the same Trial to accidentally spawn with the same digits at the end of the name.

[h3]Characters[/h3]
  • Fixed an issue that caused female survivors to remain stuck in the trapped position animation even after freeing themselves.
  • The Good Guy’s Hidey-Ho Mode cooldown now begins at the end of a Slice & Dice attack.
  • The Onryo’s intermittent invisibility when within 24 meters of the Killer now happens in sync between the Survivors’ and Killer’s POV.
  • The path leading to the Highlighted Control Station can no longer be seen when outside of tunnels when playing as the Xenomorph.

[h3]Environment/Maps[/h3]
  • Fixed an issue where players could get body blocked on the Forgotten Ruins in Decimated Borgo. The door frames have been updated.
  • Fixed a collision issue in Toba Landing map
  • Fixed an issue where the killer gets blocked on the Blood Lodge Map
  • Updated the pallet count on the Forgotten Ruins map
  • The Pig stays in Stealth when using the Passages in Forgotten Ruins.
  • Players may no longer get stuck in Passages if multiple players try to use them at the same time.

[h3]Perks[/h3]
  • Survivors no longer randomly fail Merciless Storm skill checks when hitting in the success zone.
  • The Mirrored Illusion illusion correctly despawns when the Killer goes through it.
  • The Trapper’s Bloody Coil Add-On, The Plague’s Vile Purge, and the Skull Merchant’s Claw Trap now activate the Dissolution perk.

[h3]UI[/h3]
  • Fixed an issue where some perks' descriptions have an improper number format
  • Fixed an issue where the account name is displayed in the main menu when turning on or off the "Hide your name" setting
  • Fixed an issue where the Auric cell packs purchase screen can be accessible when starting the final countdown.

[h3]Misc[/h3]
  • Fixed an issue that could soft-lock loading into a Trial due to a player's Loadout bringing an invalid Item.


[h2]Known Issues[/h2]
  • The Knight can spawn a guard while another guard is already summoned.

Two underused DBD killers will get a massive boost in viability

Most killers in Dead by Daylight are pretty simple to learn and use, at their core. While they all have a set of powers, most come down to things that are easy to understand. The Huntress, for example, boils down to chucking hatchets at people. Michael Myers looks at survivors until it's time to do some killing, and so on. There are two, however, that are prohibitively complicated especially for new players, but that's all about to change.


Read the rest of the story...


RELATED LINKS:

DBD's newest and most controversial map gets big killer buff

DBD codes June 2024

DBD free anniversary event kicks off with bags full of chaos

Developer Update | June 2024


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 Slipstreaming 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.

  • [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