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7.1.0 | PTB

[h2]Important[/h2]
Progress & save data information has been copied from the Live game to our PTB servers on June 26th 2023. 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.
[h2]Release Schedule[/h2]
  • PTB goes live: 11 AM ET

[h2]Features[/h2]
[h3]Bots[/h3]
  • Disconnected Survivors will be replaced with Bots.
  • Added support for new perks for Bots: Dramaturgy and Plot Twist.

[h3]UI[/h3]
  • Brand New Character Portraits added for Survivors and Killers.
  • New visuals for Store flags (limited time items) and New Items across all menus.
  • Consent popup now shows earlier.

[h2]Content[/h2]
[h3]New Survivor: Nicolas Cage[/h3]
Perks

Dramaturgy: Activates while you are healthy. While running, press the Active Ability Button 2 to run with knees high for 0.5 seconds and then gain 25% Haste for 2 seconds, followed by an unknown effect (one of the following).
  • Exposed for 12 seconds
  • Gain 25% Haste for 2 seconds
  • Scream, but nothing happens
  • Gain a random rare item in hand with random add-ons and drop any held item
The same effect cannot happen twice in a row. Causes exhaustion for 60/50/40. Can't be used while exhausted.

Scene Partner: Activates when you are in the Killer's Terror Radius. Whenever you look at the Killer, scream, then see the Killer's aura for 3/4/5 seconds. There is a chance you will scream again, if you do, you will see the Killer's aura for an additional 2 seconds. Scene Partner then goes on cool-down for 60 seconds.

Plot Twist: Activates when you are injured. Press the Active Ability Button 2 while crouched and motionless to silently enter the dying state. When using Plot Twist to enter the dying state, you leave no blood pools, make no noise, and you can fully recover from the dying state. When you recover by yourself using Plot Twist, you are fully healed instantly and you gain 50% Haste for 2/3/4 seconds. This perk deactivates if you recover by yourself by any means. The perk re-activates when the exit gates are powered.

[h3]Updated Killer: The Onryo[/h3]
Projection
  • Projecting to a TV now applies ¾ of a stack of Condemned to all Survivors not carrying a Cursed Tape (was 1 stack to nearby Survivors).
  • The time a TV is disabled after The Onryo Projects to it has been reduced to 70 seconds (was 100 seconds). This can be further reduced using Add-ons.
  • The time a TV is disabled after a Survivor removes the Cursed Tape has been increased to 90 seconds (was 60 seconds).
  • Projection now has a 15 second cooldown. Since there is no longer a range limit on the Condemned effect, a limit is required for how frequently this can happen.
Cursed Tapes
  • Getting hit with a Basic Attack while carrying a Cursed Tape will apply one stack of Condemned
  • When a Survivor carrying a Cursed Tape is hooked, all other Survivors gain one stack of Condemned and the Tape is destroyed
  • Holding a Cursed Tape no longer passively builds Condemned
  • Cursed Tapes can now be placed in any TV other than the one they were retrieved from
Demanifestation
  • The Onryo can no longer be stunned while Demanifested
  • Chases are prevented when Demanifested, making it more difficult to keep track of The Onryo’s position
  • Demanifesting now removes Bloodlust, similar to other Killer Powers

[h3]Hook Grabs[/h3]

Grabs from unhooking Survivors have been removed. This means that the awkward mindgame when unhooking has been eliminated, helping to improve the gameplay flow. You still aren't safe whilst unhooking however, as the Killer will still be able to hit you twice before you can escape.

[h3]Toolbox Add-On Updates[/h3]
Brand New Part - new functionality
  • Toolbox Repair action is replaced with Install Brand New Part.
  • During the installation, you will be faced with a difficult Skill Check.
  • Upon succeeding the Skill Check, the generator's required charges are reduced by 10.
  • This add-on is consumed after use.

[h3]Killer Perk Updates[/h3]
Coup de Grace
  • Each time a generator is completed, Coup de Grâce grows in power. Gain 2 tokens, with a maximum of 5 tokens at one time. Consume one token to increase the distance of your next lunge attack by 70%/75%/80%.
Claustrophobia
  • Every time a generator is completed, all windows and vault locations are blocked for all Survivors for the next 20/25/30 seconds. You see the aura of the vault locations blocked by Claustrophobia for the duration.
Hang Man's Trick → Scourge Hook: Hangman's Trick
  • Gain a notification when someone starts sabotaging a hook. While carrying a Survivor, see the aura of any Survivor within 8/9/10 meters of a scourge hook.
Territorial Imperative
  • Unlocks potential in one's aura reading ability. Survivors' auras are revealed to you for 4/5/6 seconds when they enter the basement and you are more than 24 meters away from the basement entrance. Territorial Imperative can only be triggered once every 45 seconds.

Remember Me
  • Each time your Obsession loses a health state, gain a token. Each token increases the opening time of the exit gates by 6 seconds up to a maximum of 12/18/24 additional seconds. The obsession is not affected by Remember Me.
  • Hex: Crowd Control
  • The Entity blocks a window for 40/50/60 seconds after a Survivor performs a rushed vault through it. The Hex effects persist as long as the related Hex Totem is standing.

Trail of Torment
  • After kicking a generator, you become Undetectable until the generator stops regressing. During this time, the generator's yellow aura is revealed to survivors. This effect can only trigger once every 80/70/60 seconds.

[h3]Survivor Perk Updates[/h3]
Prove Thyself
  • For every other Survivor working on a generator within a 4 meter range, gain 6%/8%/10% repair speed bonus. This same bonus is also applied to all other Survivors within range. Survivors can only be affected by one Prove Thyself effect at a time.
We're Gonna Live Forever
  • Adjusted description to indicate that it works for ALL blinds, not just flashlights.
Blast Mine
  • Blast Mine activates after completing a total of 50% worth of repair progress on generators. After repairing a generator for at least 3 seconds, press the Active Ability Button 1 to install a trap which stays active for 100/110/120 seconds. Affected generators will be revealed to all Survivors by a yellow aura. Only one trap can be active on a generator. When the Killer kicks a trapped generator, the trap explodes, stunning them and blinding anyone nearby. Blast Mine is then deactivated.
Wiretap
  • Wiretap activates after completing a total of 50% worth of repair progress on generators. After repairing a Generator for at least 3 seconds, press the Active Ability Button 1 to install a spy trap, which stays active for 100/110/120 seconds. Affected generators will be revealed to all Survivors by a yellow aura. Only one trap can be active on a generator. When the Killer enters within 14 meters of the trapped generator, their aura is revealed to all Survivors. Damaging the generator destroys the trap.
Saboteur
  • See hook auras in a 56-meter radius from the pickup spot if a Survivor is being carried. Scourge Hooks are shown in yellow. Unlocks the ability to sabotage hooks without a toolbox. Sabotaging a hook without a Toolbox takes 2.3 seconds. The sabotage action has a 70/65/60-second cooldown.
Clairvoyance
  • Clairvoyance activates whenever you cleanse or bless a Totem. When empty-handed, hold the Ability button to unlock your full aura-reading potential. For up to 8/9/10 seconds, you see the auras of exit gate switches, generators, hooks, chests and the Hatch within a 64-meter range.
Breakout
  • When within 5 meters of a carried Survivor, you gain the Haste status effect, moving at 5%/6%/7% increased speed. The carried Survivor’s wiggle speed is increased by 25%.
Buckle Up
  • While healing a Survivor in the dying state, you both can see the Killer's aura. When completing healing a Survivor from the dying state to injured, both you and the healed Survivor gain Endurance for 6/8/10 seconds.
Smash Hit
  • After stunning the Killer with a pallet, break into a sprint at 150% your normal running speed for 4 seconds. Causes the Exhausted status effect for 30/25/20 seconds. This perk cannot be used while Exhausted.
Spine Chill
  • Get notified when the Killer within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2%/4%/6%. The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range.

[h3]Killer Tweaks[/h3]
The Executioner
  • If he comes within 10 meters of a cage, it will disappear and reappear elsewhere on the map (used to be 5).
The Spirit
  • Mother-Daughter Ring - the movement speed bonus has been reduced to 25% (was 40%)
  • Dried Cherry Blossom - the Killer Instinct range of Dried Cherry Blossom has been reduced to 3 meters (was 4 meters)
  • Yakuyoke Amulet, Shiawase Amulet and Kaiun Talisman - these Add-ons will no longer cause Yamaoka’s Haunting to recharge faster
  • Origami Crane - Origami Crane now increases the recovery rate of Yamaoka’s Haunting by 20% (was 10%)
  • Rusty Flute - Rusty Flute now increases the recovery rate of Yamaoka’s Haunting by 40% (was 25%)
The Hag
  • Waterlogged Shoe - the movement speed boost has been increased to 7.5% (was 4.5%)
  • Mint Rag - the teleport cooldown has been reduced to 10 seconds
  • Half Egg Shell and Cracked Turtle Egg - Half Egg Shell now increased Phantasm Trap duration by 45% (was 30%), and Cracked Turtle Egg now increases Phantasm Trap duration by 55% (was 35%)

[h3]Level Design[/h3]
  • Rebalance on the Fractured Cowshed and Rancid Abattoir maps
    • Modified the layout of the map
    • Modified the main building access
  • Globally changed the content on the Coldwind Farm Realm including more gameplays in the fence tiles
  • Coldwind Farm Realm has received updated the corn tiles with added detail.

[h2]Bug Fixes[/h2]
  • Fixed an issue where blockers would prevent players from navigating in the Mothers Dwelling map
  • Fixed an issue in the Raccoon City Police Station where zombies would get stuck
  • Fixed an issue where a survivor would clip through the doors of a locker in the Torment Creek map
  • Fixed an issue in the Fractured Cowshed where the Clown's gas clipper through the walls
  • Fixed a collision issue on the Torment Creek Map
  • Fixed a collision issue around the barn in the Fractured cowshed map
  • Fixed an issue where shows wrong error message of "Host unreachable".
  • Fixed an issue where shows corrupted data error popup unproperly.
  • Fixed an issue that caused loadout sometimes are equipped in Trials when all Match Management settings are set to None in custom game.
  • Tentatively fixed an issue that some players aren't able to unlock Adept achievements when meeting the requirements.

[h3]Bots[/h3]
  • Fixed an issue where bots keep getting caught in the same trap if a pallet is not broken.
  • Fixed an issue that cause Survivor bots repeatedly restart the use of their flashlight when attempting to Blind a Killer.

[h3]Console[/h3]
  • Fixed an issue that caused trophies to not get updated properly when changing device of PS4 or PS5.
  • Fixed an issue where Auric Cells expired at an incorrect time in Japan on Xbox.
  • Fixed an issue that caused the trial to be seen when entering tally screen by disconnecting the controller, waiting a short time then reconnecting.
  • Fixed an issue that cause Attack on Titan charms to not being given on Switch.
  • Tentatively fixed an issue which caused error 8,001 happens on Windows Store.
  • Fixed an issue which caused the subtitle "On" setting to be disabled when restarting the game.

[h3]Characters[/h3]
  • Fixed an issue that caused many killers to not follow the rule of looking down after successfully hitting a survivor.
  • Fixed an issue that caused some killers to not follow the rule of looking down when damaging a generator.
  • Fixed an issue that caused Ghost Face to fail to play the attack animation and instead play the standing-up animation when performing a basic attack while crouched.
  • Fixed an issue that caused The Clown's Afterpiece bottle in his left hand to become invisible during the reload animation when reloading bottles as The Clown.
  • Fixed an issue that caused the VHS tape model to remain in Survivors' hands even after they inserted it into a TV.
  • As The Wraith, the lingering undetectable status effect icon is correctly displayed when Uncloaking with "The Ghost - Soot" add-on equipped
  • The Knight has a more robust strategy to prevent becoming stuck in Orb Patrol on top obstacles
  • Survivors no longer get stuck with a Lament Configuration when they get downed while picking it up
  • The HUD no longer can disappear after triggering the Shape's standing mori
  • The Demogorgon's Shred is no longer cancelled when pressing the Esc key
  • When throwing an Afterpiece Antidote close to an obstacle, the emanation will no longer incorrectly become an Afterpiece Tonic.
  • The charge bar now correctly visibly depletes on Items dropped by Franklin's Demise until the player leaves and returns to the dropped item
  • Skill Checks which hit the edge of the success zone during the Merciless Storm are no longer handled as fails
  • Survivors can no longer see the Red Stain or hear the Terror Radius when the Demogorgon uses a portal
  • The Deathslinger's projectile is no longer cancelled when a survivor performs a rushed action
  • The Black Ward now works correctly when controlling Victor at the end of the trial
  • Adept achievements are now correctly unlocked in all cases when meeting the requirements
  • The Medkit bonus progression on a great skill check now have the correct values
  • When Wesker performs a Virulent Bound on a fully-infected survivor vaulting a pallet or window, the survivor will no longer incorrectly be grabbed and slammed
  • Hex: Face The Darkness no longer incorrectly affects Survivors on hooks
  • The Hindered Status effect from the "Waterlogged Shoe" Hag add-on no longer persists indefinitely when two Survivors trigger the Phantasm Trap and remain inside the radius
  • The Cannibal no longer takes too long to reach maximum max speed when using the Carburetor Tuning Guide
  • The Nurse can no longer start holding the Killer Power button when a Blink is not currently charged to be able to Blink once it becomes charged
  • The Shape is no longer returned to level 1 of Evil Within if someone disconnects during the standing mori

[h3]UI[/h3]
  • FFixed an issue where the loadout page is reset when the host changed the match management setting.
  • Fixed an issue which prevented adding a 4th bot due to player lists overlapping the button.
  • Fixed an issue where icons that should not be visible are visible while observing other players.
  • Fixed an issue where the challenge tracker is dismissed too fast.
  • Fixed an issue where the currency tooltip is behind survivor names in the lobby.

Dead by Daylight finally offers solution for disconnecting players

Dead by Daylight is the horror game that just keeps on giving, from its new characters to its regular updates. Behaviour Interactive has even more content on the way, including some balance changes and more exciting new features. The Dead by Daylight developers have just posted an update on the upcoming additions, detailing some of the character tweaks and bigger news like the addition of survivor disconnect bots powered by AI. Players have been struggling with disconnected survivors in DBD for a good while now, making this a welcome addition.


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Developer Update | July 2023

Summer is upon us, and The Entity’s Realm is heating up. Between an extra special guest making his long-awaited debut and the return of a classic summertime event, our next update is already packed with content. But we’re just getting started: We have loads of exciting features and balance changes in store for you, and we’re going to dive into each of them today.



[h2]Survivor Disconnect Bots[/h2]

Nobody likes being left hanging, especially when you’re literally left hanging on a hook. Disconnections are sometimes unavoidable, and while disconnection penalties can help discourage people from leaving a match, they don’t soften the blow when you’re abandoned early on. Our studies (unsurprisingly) found that your odds of escaping drop significantly when you remove even one Survivor from the trial – who would have guessed?

That’s where Dwight-bot and his many friends come in. Going forward, any Survivor who disconnects will be replaced with an AI substitute. When this happens, everyone in the match will be notified that a bot has taken over. This does not change anything on the disconnecting player’s side: They will still receive a disconnection penalty and forfeit any Bloodpoints they’ve accumulated thus far.

We have been working hard towards improving our Survivor bot AI ever since their introduction to custom games late last year. While bots cannot truly replace the experience of playing with real people, they are more than capable of stepping in when needed to help repair Generators, save their fellow Survivors, and keep the Killer busy. We will continue to improve the Survivor bot AI over time as we have done in recent updates.



[h2]Successful Report Feedback[/h2]

When you come across player behaviours in a trial that don't comply with our game rules, we highly encourage that you report them. That said, we recognize that never hearing back from us on what was done with your reports doesn't exactly encourage that practice.

This is why the team has designed a "Successful Report" feature. In the next update, you'll notice a window appear when logging in if one or more of your report(s) has led to a ban.

The message will show you the date of the player ban and the reason for banning. Note that if a player gets banned and un-banned multiple times, you as the reporter will only get notified once per report you sent.



These feedback messages will apply to both temporary for things like harassment, as well as for permanent bans for cheating. We are constantly improving our anti-cheat and security measures to prevent cheaters from playing to begin with, but we want to reassure you that cheaters are dealt with seriously whenever they manage to slip through.

We're hoping that this feature will make reporting problematic in-game behaviours feel more purposeful and worthwhile. We’re very grateful to all of you out there who are investing your personal time & effort toward keeping our game safe and fun. Thank you for your help!



[h2]The Onryo[/h2]

A little over a year ago, Sadako crawled out of a TV and into our hearts (and The Entity’s Realm) for the first time. It’s been interesting to see different playstyles emerge since then, and today we have some changes in store to make The Onryo more terrifying than ever.
[h3]
Projection[/h3]

When The Onryo is Demanifested, she can Project herself to any powered TV around the map. This would inflict nearby Survivors with a stack of Condemned in the process. We have made significant changes to this mechanic:
  • Projecting to a TV now applies ¾ of a stack of Condemned to all Survivors not carrying a Cursed Tape (was 1 stack to nearby Survivors).
  • The time a TV is disabled after The Onryo Projects to it has been reduced to 70 seconds (was 100 seconds). This can be further reduced using Add-ons.
  • The time a TV is disabled after a Survivor removes the Cursed Tape has been increased to 90 seconds (was 60 seconds).
  • Projection now has a 15 second cooldown. Since there is no longer a range limit on the Condemned effect, we need to limit how frequently this can happen.

Combined, these changes make it much easier to spread Condemned while using your Power in a way that feels natural.

[h3]Cursed Tapes[/h3]

Cursed Tapes have become more dangerous as well. Though holding a Cursed Tape may protect you from the Condemned effect when The Onryo teleports, they come with their own risks:
  • Getting hit with a Basic Attack while carrying a Cursed Tape will apply one stack of Condemned.
  • When a Survivor carrying a Cursed Tape is hooked, all other Survivors gain one stack of Condemned and the Tape is destroyed.
  • Holding a Cursed Tape no longer passively builds Condemned.
  • Cursed Tapes can now be placed in any TV other than the one they were retrieved from.

Taking a Cursed Tape is now a strategic choice you will need to make. The protection it offers may be beneficial for now, but it is much more punishing if you are caught carrying one. You’ll want to plan carefully and get rid of your Tape if you fear The Onryo may be on her way.

[h3]Demanifestation[/h3]

We have also made a few adjustments to The Onryo’s Demanifested state:
  • The Onryo can no longer be stunned while Demanifested.
  • Chases are prevented when Demanifested, making it more difficult to keep track of The Onryo’s position.
  • Demanifesting now removes Bloodlust, similar to other Killer Powers.

[h3]Add-ons[/h3]

Lastly, we have done a balancing pass on The Onryo’s Add-ons, bringing her highest and lowest performing Add-ons closer in line with the rest of the options.



[h2]Hook Grabs[/h2]

We’ve all been in that situation before. A Survivor runs toward their hooked friend, but the Killer is nearby, so you both play a thrilling game of unhook-chicken. The Survivor attempts to trick the Killer into swinging so they don’t get grabbed, meanwhile the Killer tries to predict when the Survivor may commit to the unhook to grab them and prevent the save. Beyond this scenario leading to some very awkward gameplay, this also makes it possible for a facecamping Killer to potentially defend the hooked Survivor and put a second Survivor into the dying state while they’re at it.

In this next update, we are removing grabs from unhooking Survivors. In practice, this means that the awkward mindgame when unhooking has been eliminated. Be warned, however: You still are not safe while unhooking. Though you may succeed in rescuing the hooked Survivor, the Killer will still be able to hit you twice before you can make your escape. In most cases, you will trade your safety for your friend’s.



[h2]Brand New Part[/h2]

In recent months, Brand New Parts have once again become a hot topic for discussion. On their own they can shave quite a bit of time from a generator, but this is compounded when multiple Survivors bring one to a trial. We realize this can be frustrating for Killers to face, and so we have decided to rework this Add-on.

When a Brand New Part is installed, you will face a difficult Skill Check. Upon succeeding the Skill Check, the generator’s required charges are reduced by 10 and the Add-on is consumed.

In terms of time saved, the updated Brand New Part will save 10 seconds compared to the previous 22.5 seconds. As this lowers the required charges for the affected generator, any regression Perks which apply regression based on the generator’s total charges will have their effectiveness slightly reduced.



[h2]Perks[/h2]

This update will also feature balance changes to many Perks for both Killers and Survivors. There’s a lot to cover, so we’ll try to keep these brief. As always, the exact details are subject to change following feedback from the upcoming Public Test Build (PTB).

[h3]Killer Perks[/h3]

Coup de Grâce

Activating when generators are powered means this Perk can only activate up to five times per match. Extended lunges can surely make a difference, but it’s difficult to benefit from this Perk when they are so limited.

To help it come into play more often, Coup de Grâce will now gain 2 tokens whenever a generator is powered (was 1).

Claustrophobia

This Perk also activates when a generator is powered. Since it only blocks vault locations within 32 meters of the completed generator, it’s very likely that this Perk won’t come into play unless you happen to be chasing a Survivor nearby.

We are removing the range restriction from Claustrophobia. Survivors will want to react quickly and find a pallet instead of a window when this Perk is activated.

Hangman’s Trick

Hangman’s Trick finds itself in a tricky spot. Its range is fairly small given that hooks are very common. However, increasing the range any further would cause it to reveal auras across nearly the entire map.

Hangman’s Trick will become Scourge Hook: Hangman’s Trick. This Perk now reveals the auras of Survivors within 8/9/10 meters of a Scourge Hook whenever a Survivor is being carried.

Territorial Imperative

Territorial Imperative’s short aura reading duration can make it easy to miss. Add on to that the fairly large distance requirement and it quickly becomes very tricky to use effectively.

We have increased the duration of the aura reveal to 4/5/6 seconds (was 3). We have also lowered the distance the Killer must be from the basement entrance to 24 meters (was 32 meters). To give Survivors an opportunity to sneak in for a rescue, we have increased the cooldown of Territorial Imperative to 45 seconds.

Remember Me

This Perk can help turn a match around towards the end, but it currently is not as effective as we’d like.

Each time your Obsession loses a health state, gain a token. Each token increases the opening time of the exit gates by 6 seconds up to a maximum of 12/18/24 seconds (was 4 seconds per token for a maximum of 8/12/16 seconds).

Hex: Crowd Control

Having a window block behind a Survivor after they vault it can come in handy in certain circumstances, but in many cases, the Survivor can simply outlast the Entity blocker. This doesn’t create much pressure on the Survivors to find and cleanse the Hex Totem.

We are increasing the duration of Entity blockers caused by Hex: Crowd Control to 40/50/60 seconds (was 10/12/14 seconds). Survivors will want to find and cleanse the associated Hex Totem before it’s too late.

Trail of Torment

Trail of Torment allows the Killer to hide their terror radius and sneak up on Survivors. Since it disables the next time a Survivor loses a health state, there often isn’t much pressure on the Survivors to venture over and stop the generator from regressing.

To make this Perk more threatening, Trail of Torment will now only deactivate when the affected generator stopped regressing, not when a health state is lost.

[h3]Survivor Perks[/h3]

Prove Thyself

This Perk grants a repair speed bonus for each Survivor within a small range, allowing Survivors to negate the penalty for working on a generator simultaneously. Though it is just as efficient to work on separate generators, there is still tremendous value in being able to finish a specific generator very quickly through co-op repairs.

To bring this Perk in line with other options, we are reducing the repair speed bonus to 6/8/10% per nearby Survivor (was 15%). We have also removed the Bloodpoint bonus for co-op repairs.

Blast Mine

Few things are more crushing that installing Blast Mine on a generator only for the Killer to ignore it for so long that your trap expires.

We have increased the duration of Blast Mine to 100/110/120 seconds (was 35/40/45 seconds).

Wiretap

Wiretap is in a similar position to Blast Mine, but we also wanted to take the opportunity to standardize how these sorts of perks work.

We have increased the duration of Wiretap to 100/110/120 seconds (was 60/70/80 seconds). We have also normalized the activation requirements and text descriptions between Blast Mine and Wiretap, meaning Wiretap will now activate after 50% worth of generator repairs (was 33%).

Saboteur

The hook-breaking heroes out there will know that even a fraction of a second can make the difference between sabotaging the hook and getting hit. When you swing in for the save, you want to get the job done as quickly as possible.

We have reduced the time it takes to sabotage a hook without a toolbox to 2.3 seconds (was 2.5 seconds). We have also adjusted the cooldown for the perk to 70/65/60 seconds (was 90/75/60 seconds) so Tier 1 & 2 versions of the Perk can be used more frequently.

Clairvoyance

Aura reading can be handy, but there’s only so many Totems to go around.

Clairvoyance will now activate upon Blessing a Totem in addition to Cleansing.

Breakout

Breakout helps you save a friend by putting yourself in harm's way. With the spacing between hooks, it can be very difficult for a Survivor to wiggle out before getting hooked. Though we don’t want this to be too common, we found that it wasn’t coming into play too often.

Breakout now increases the wiggle speed of the carried Survivor by 25% (was 20%). However, to make this more risky, Breakout now activates within a 5 meter range (was 6 meters).

Buckle Up

You can’t always be guaranteed that the Killer will leave a Survivor on the ground in the first place, so when a Perk like Buckle Up comes into play, we want to make sure that it is impactful. We have revisited this perk and given it a new effect.

Upon healing a Survivor from the dying state, both you and the healed Survivor gain the Endurance status effect for 6/8/10 seconds.

Smash Hit

When it comes to Exhaustion Perks, Smash Hit isn’t all too popular. Stunning the Killer with a pallet is sometimes easier said than done.

To make Smash Hit a more interesting choice, we have reduced the duration of the Exhaustion effect to 30/25/20 seconds (was 60/50/40 seconds).

Spine Chill

Before the Visual Terror Radius was introduced, Spine Chill was often used by deaf & hard of hearing players to give themselves some sort of indication of the Killer’s terror radius. When Spine Chill was reworked, we made sure to keep this element unchanged until a proper accessibility setting could be introduced.

Now that the Visual Terror Radius is available, we are removing the terror radius visualization aspect of this Perk.



[h2]Killer Tweaks[/h2]

Keeping up our recent efforts to regularly review and tweak various Killers and their Add-ons, we have a small set of adjustments making their way to this update as well. As a reminder, these are meant to be minor changes and do not replace full-scale Killer updates.

[h3]The Executioner[/h3]

The Executioner has a built in mechanic to prevent him from camping a Survivor in one of his cages. If he comes within 5 meters of a cage, it will disappear and reappear elsewhere on the map. This range is fairly small, which means the Killer can stay nearby and wait for a Survivor to move in for the save. To make this mechanic a little more effective, we are increasing its range to 10 meters.

[h3]The Spirit[/h3]

We have a number of Add-on changes in store for The Spirit.

Mother-Daughter Ring


This Add-on – which increases The Spirit’s movement speed while using Yamaoka's Haunting – is currently far stronger than we’d like. To bring it closer in line with other Add-ons, we have reduced the movement speed bonus to 25% (was 40%).

Dried Cherry Blossom

This Add-on triggers Killer Instinct on Survivors who come within 4 meters of The Spirit while she is in Yamaoka’s Haunting. Any information about a Survivor’s location is crucial while The Spirit is using her Power, and given its fairly large range, this Add-on has been overperforming.

We have reduced the Killer Instinct range of Dried Cherry Blossom to 3 meters (was 4 meters).

Yakuyoke Amulet, Shiawase Amulet and Kaiun Talisman

Each of these Add-ons increase the duration of Yamaoka’s Haunting. However, since The Spirit’s Power recharges over a set time regardless of duration, this also meant that these Add-ons had a hidden secondary effect of making her Power recharge faster.

These Add-ons will no longer cause Yamaoka’s Haunting to recharge faster. Their respective duration increases remain unchanged.

Origami Crane

Since the Add-ons above no longer increase recovery rate, we wanted to ensure that options were available if you want your power to recover faster.

Origami Crane now increases the recovery rate of Yamaoka’s Haunting by 20% (was 10%).

Rusty Flute

Likewise, Rusty Flute is also receiving an increase in light of the changes above.

Rusty Flute now increases the recovery rate of Yamaoka’s Haunting by 40% (was 25%).

[h3]The Hag[/h3]

The Hag is also receiving a few Add-on adjustments in this update.

Waterlogged Shoe

Waterlogged Shoe removes The Hag’s ability to teleport to her Phantasm Traps, but slows nearby Survivors while providing The Hag with a permanent movement speed boost.

This Add-on isn’t doing as well as we’d like, so we have increased the movement speed boost to 7.5% (was 4.5%).

Mint Rag

This Add-on allows The Hag to teleport to any Phantasm Trap in the trial, even if they haven’t been triggered, but with a 15 second cooldown. This can allow for some interesting mindgames, but the long cooldown can make it very punishing if you use it at the wrong time.

We have reduced the teleport cooldown to 10 seconds.

Half Egg Shell and Cracked Turtle Egg

These Add-ons increase the duration of triggered Phantasm Traps, allowing her more time to get in range to teleport and a longer window to teleport in a chase. Both are underperforming at the moment, so we are giving them a slight increase.

Half Egg Shell now increased Phantasm Trap duration by 45% (was 30%), and Cracked Turtle Egg now increases Phantasm Trap duration by 55% (was 35%).



[h2]Coldwind Farm Balance Update[/h2]

As announced during this year’s Anniversary Broadcast, we are planning to regularly revisit and rebalance existing maps. First up on our to-do list for this year: Fractured Cowshed and Rancid Abattoir.

For Fractured Cowshed, we found this map leaned too heavily in favour of the Survivors. There’s a few causes for this. First, the most useful tiles form a big ring around the entire map. This made it very easy for Survivors to run from one pallet to another with very little risk of being caught in between. Second, the barn itself was a fairly strong setup for Survivors, allowing them to waste quite a bit of the Killer’s time before leaving. Third, the center of the map is mostly empty, featuring only corn. Once any generators in the corn are completed, the Killer has to patrol in a big circle around the entire map to find Survivors, making it very time consuming.

To remedy this, we have made significant layout changes to the map, breaking up the strong outer ring of tiles in the process. Additionally, we have made some adjustments to the layout of the barn itself – which is now slightly closer to the middle of the map – to reduce its strength.



As for Rancid Abattoir, depending on how the map generated, the slaughterhouse could feature strong setups for Survivors, allowing them to waste a good amount of the Killer’s time. Additionally, the large freezer in the center of the building featured a single entrance and nothing important to gameplay (i.e. no pallets or windows), leaving little reason for anyone to explore it.

We have updated the layout of the slaughterhouse to make stronger setups less effective. We have also opened up the wall in the back of the freezer to allow players to navigate it more easily.



Across the entire realm, you’ll notice updated corn tiles with added detail, as well as updated edge tiles along the map’s outer fences.



With that, we have reached the end of this Developer Update. All the changes in this post will be available to test on the Public Test Build starting later this week. We look forward to reading through your thoughts once you’ve had the opportunity to try them out!

[hr][[/hr]
Until next time…

The Dead by Daylight team

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