1. Dead by Daylight
  2. News

Dead by Daylight News

6.1.1 | BUGFIX PATCH



[h2]Features[/h2]
  • Add a score event when a perk or effect is disabled by a conspicuous action

[h2]Bug Fixes[/h2]
  • Fixed an issue that prevented the main menu from playing when using a new account
  • Fixed an issue that caused a visual glitch with the back button when backing out of the store
  • Fixed an issue that caused all Prestige perk charms to display the Balanced Landing charm when inspected
  • Fixed an issue that caused the Exposed icon from Hex: No One Escapes Death to disappear after the hex is transferred to the Hex: Undying totem
  • Fixed an issue that caused the Supply Case and Rummage interactions to be affected by the Calm Spirit perk
  • Fixed an issue that caused the white outline to be missing when getting hit while under the Endurance effect from the Mettle of Man perk
  • Fixed an issue that caused the Spine Chill clock fill to fill in the wrong direction
  • Fixed an issue that caused the head of the Demogorgon to be visible for spectators after traversing to the Upside Down
  • Fixed an issue that caused the wrong scream to trigger after Madness increases from the Doctor's Static Blast
  • Fixed an issue that caused the aura of the Illusionary Doctor to flicker briefly in front of the killer's camera
  • Fixed an issue that caused the Shape and the Ghost Face to be able to stalk through the environment by rapidly moving the camera
  • Fixed an issue that caused a players not to be able to interact with a Green Glyph on The Forsaken Boneyard
  • Fixed a crash that occurred when Feng Min's Warrior Goddess outfit was used. This outfit has been re-enabled for use

TOME 12: DISCORDANCE of The Archives is now available!

Tome 12: DISCORDANCE is opening soon within The Archives, featuring 3 new stories from the world of Dead by Daylight.

[previewyoutube][/previewyoutube]

When reality unravels, madness is never far behind.
Perception bends... Reason crumbles... Only DISCORDANCE remains.


Beneath the sweltering desert heat, Talbot Grimes seeks scientific discovery. Jonah Vasquez risks his life to expose the machinations of an ancient cult. A group of newcomers to The Fog are driven to understand the nature of their strange and perilous new reality.

Unlockable character Memories include:

  • The Blight – THE HUMAN QUOTIENT
  • Jonah Vasquez – LEGACY OF DECEIT
  • The Observer – DOWN OF THE FLESH EATERS

Dead by Daylight’s DISCORDANCE Rift has opened, packed with exclusive time-limited cosmetics and charms drawn from the memories and lives of The Blight, Jonah Vasquez, The Nurse, Mikaela Reid, and Claudette Morel.


In the DISCORDANCE Rift, earn over 60 cosmetic items worth 20,000 Auric Cells through the Free and Premium Tracks to be yours forever, even after the Rift closes. Unlock the Rift Pass in-game and gain instant access to 3 exclusive items for 1,000 Auric Cells. Earn it all back by playing the game.

Tome 12: DISCORDANCE is available now through The Archives.

See you in The Fog,

The Dead by Daylight team.

6.1.0 | Mid-Chapter


[h2]Content[/h2]
  • "Tome 12: DISCORDANCE" of The Archives (starts July 20th 11AM ET)
  • Added 5 maze tiles to the pool in the McMillan Estate map

[h3]Gameplay[/h3]
  • Generators take 90 seconds for a single survivor to repair (was 80 seconds)
  • Killers kicking a generator now immediately cause a 2.5% loss of progress in addition to starting regression
  • Bloodlust trigger times have been reduced to 15 seconds for Tier 1, 25 seconds for Tier 2, and 35 seconds for Tier 3 (was 15 seconds, 30 seconds, and 45 seconds)
  • The following Killer actions have been sped up by 10%:
    • Time to kick a pallet or wall has been reduced to 2.34 seconds (was 2.6 seconds)
    • Time to kick a generator has been reduced to 1.8 seconds (was 2 seconds)
    • Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds)
  • Duration of the Survivor speed boost when hit has been reduced to 1.8 seconds (was 2 seconds)
  • Survivors now have a modified version of Borrowed Time as a baseline ability, no perk required
    • Unhooked Survivors now get a 7% movement speed bonus and Endurance for 5 seconds
    • The speed bonus and Endurance effect are removed if the Survivor performs a Conspicuous Action
  • New Term - Conspicuous Actions
    • Includes: Repairing a Generator, healing yourself or others, cleansing or blessing a Totem, sabotaging a hook, unhooking a survivor, and opening an exit gate
    • Added a new section and description to the Game Manual
  • Endurance status effect is now cancelled by Conspicuous Actions
  • Endurance does not prevent a Survivor from entering the dying state if they are inflicted with Deep Wound

[h3]Killer Perks[/h3]
Barbecue and Chili
  • Removed Bloodpoint bonus
Corrupt Intervention
  • Added: Corrupt Intervention deactivates when any Survivor enters the dying state
  • Note: The perk still deactivates after 2 minutes if no Survivor has entered the dying state
Coulrophobia
  • Added: Healing Skill Checks move 50% faster for Survivors under the effect of this perk
Dark Devotion
  • Now triggers when a Survivor loses a health state by any means (was just basic attacks)
Eruption
  • Increased Generator reduction when a Survivor enters the dying state to 10% (was 6%)
  • Increased duration of Incapacitated status effect to 15/20/25 seconds (was 12/14/16 seconds)
Hex: No One Escapes Death
  • Added: Once the Hex's effect is revealed to the Survivors, its Hex Totem's aura is shown to the Survivors at a range of 4 meters. This range increases steadily over the next 30 seconds to 24 meters
Hex: Ruin
  • Added: Once any Survivor is killed by any means, the Hex: Ruin Totem reverts to a Dull Totem.
  • While a generator is not being repaired by a Survivor, it will immediately and automatically regress repair progress at 50%/75%/100% of the normal regression speed
Jolt
  • Removed the cooldown
Knock Out
  • Added: Recovery speed is reduced by 25% for Survivors under the effect of this perk
Lethal Pursuer
  • Added: Any time a Survivor's aura is shown for a period of time, its duration is increased by 2 seconds.
  • Note: The new effect applies to the duration of the normal Lethal Pursuer effect, which means it effectively reveals survivors for 9/10/11 seconds at the start of the match
Monstrous Shrine
  • Reworked - This perk is now Scourge Hook: Monstrous Shrine
  • Scourge Hooks grant 10/15/20% faster Entity progression if the Killer is not within 24 meters. Basement hooks count as Scourge Hooks
Overcharge
  • Added: After Overcharge is applied to a generator, its regression speed increases from 75% of normal to 200% of normal over the next 30 seconds
Pop Goes the Weasel
  • Changed regression to be 20% of current progress (was 25% of total)
  • Note: This is calculated after the new baseline regression when kicking a generator
Scourge Hook: Gift of Pain
  • Increased Healing and Repairing speed penalty to 10/13/16% (was 7/8/9%)
Scourge Hook: Pain Resonance
  • Removed scream effect on Survivors repairing the exploding generator, generator will spark to show regression
Thanatophobia
  • Increased individual penalties for repairing, sabotaging, and Totem cleansing to 4.5/5/5.5% (was 4/4.5/5%)
  • Increased maximum penalty to 18/20/22% (was 16/18/20%)
Tinkerer
  • Added: This effect can only be triggered once on each generator

[h3]Survivor Perks[/h3]
Borrowed Time
  • Reworked to account for the baseline version of the effect
  • Survivors you unhook keep their Endurance status effect for an extra 6/8/10 seconds and their movement speed bonus for an extra 10 seconds
Botany Knowledge
  • Increased healing speed bonus to 30/40/50% (was 11/22/33%)
  • Changed Medkit efficiency bonus to a -20% efficiency penalty (was +10/20/30%)
Calm Spirit
  • Increased chance to avoid alerting crows to 100% (was 80/90/100%)
  • Added: Allows you to open chests and cleanse/bless totems silently, but at 40/35/30% reduced speed
Dark Sense
  • Reworked: Each time a generator is completed, Dark Sense activates. While Dark Sense is active, the Killer entering a 24-meter radius around you reveals their aura for 5/7/10 seconds. Once the aura's duration expires, Dark Sense deactivates
  • Note: The effect triggers if the Killer is already within 24 meters when the perk is activated
Dead Hard
  • Removed the dash / dodge element of the perk.
  • Activating Dead Hard now grants the Survivor Endurance for 0.5 seconds
  • An animation plays when activated so Killers can see when the perk is used without the Survivor being hit
Decisive Strike
  • Added: The perk and its effects are disabled if the exit gates are powered.
  • The perk is now disabled when the Survivor performs a Conspicuous Action (Defined earlier in the patch notes under the Gameplay section)
  • Stun duration is now 3s down from 5s
Déjà Vu
  • Added: Gain a 5% repair speed bonus on the generators revealed by Déjà Vu
Distortion
  • Reduced the starting tokens to 3 (was 4)
  • Removed stipulation preventing the perk from activating when in a Killer Trap
  • Added: Regain a token for each 30 seconds spent inside the Killer's Terror Radius. Distortion may not have more than 3 tokens
Hope
  • Removed time limit
Inner Focus
  • Removed the distance restriction on seeing the Scratch Marks of other Survivors (was 32 meters)
Iron Will
  • Reduced the grunts of pain volume reduction to 25/50/75% (was 50/75/100%)
  • Added: Does not function while Exhausted. Does not inflict Exhausted
Lightweight
  • Increased reduction of scratch mark duration to 3/4/5 seconds (was 1/2/3 seconds)
  • Added: Your scratch marks are spaced inconsistently
Lucky Break
  • Added: For each 1 second spent healing another Survivor, increase Lucky Break's duration by 1 second. Lucky Break's duration cannot increase beyond its starting value
No One Left Behind
  • Now triggers when the Exit Gates are powered (was triggered when an Exit Gate was opened)
  • Added: When unhooking a Survivor, they gain a 7%movement bonus for 10 seconds
Off the Record
  • Added: Once you are unhooked or escape from the hook, Off the Record activates for 60/70/80 seconds
  • Added: Gain the Endurance status effect
  • Added: Off The Record is disabled when the exit gates are powered
Overzealous
  • Increased repair speed buff to 6/7/8% (was 4/5/6%)
  • Added: This bonus is doubled if you cleanse an Hex totem
Pharmacy
  • Now guarantees an Emergency Med-Kit in every chest (was just the first chest opened), when injured
Saboteur
  • Scourge Hooks now have a yellow aura when a Survivor is being carried
Self-Care
  • Reduced the self heal speed to 25/30/35% (was 50%)
  • Removed Med-Kit efficiency bonus
Sole Survivor
  • Added: When you're the last Survivor alive, gain 75% action speed when repairing generators and 50% action speed while opening an exit gate or the Hatch
Spine Chill
  • Reworked: 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. Spine Chill's icon indicates the strength of the Killer's Terror Radius
Tenacity
  • Added: Grunts of pain while in the dying state have their volume reduced by 75%
We're Gonna Live Forever
  • Reworked: When healing another Survivor in the dying state, your healing speed is increased by 100%. Additionally, performing any of the following actions activates this perk's secondary function: Perform a Safe Hook Rescue, Take a hit to protect a Survivor, Rescue a Survivor by stunning the Killer with a pallet, Rescue a Survivor by blinding the Killer with a Flashlight. When this perk's secondary function is active, healing another Survivor out of the dying state grants them Endurance for 6/8/10 seconds and deactivates the secondary function



[h3]Progression[/h3]
The Progression and Prestige systems have been reworked
  • IMPORTANT: No existing perks, items, or cosmetics will be lost if they are already unlocked on a character, even if having them would contradict the rules of the new system.
  • Global Bloodpoint soft-cap has been raised to 2,000,000 (was 1,000,000)
  • Bloodpoint Categories maximum raised to 10,000 (was 8,000)
  • Prestiging no longer removes any items, add-ons, offerings, perks, or perk slots
  • Teachable Perks have been removed from the Bloodweb
  • Level 51 in the Bloodweb requires the character to Prestige, costing 20,000 Bloodpoints
  • Characters can now each be prestiged up to 100 times
  • Prestiging a character has the following rewards:
    • Prestige 1: The character's perks are immediately unlocked for use on all other Killers / Survivors at Tier 1
    • Prestige 2: The character's perks are immediately unlocked for use on all other Killers / Survivors at Tier 2
    • Prestige 3: The character's perks are immediately unlocked for use on all other Killers / Survivors at Tier 3
    • Prestige 4-6: Bloodied cosmetic items (when available for the specific character)
    • Prestige 7-9: Perk Charms for the character's perks
  • Existing players will have their characters granted prestige levels in the new system based on the following:
    • +2 additional levels per existing Prestige level
      • Example: A Prestige 1 character will receive +2 levels, resulting in being Prestige 3 in the new system
    • If the character has 70 or more Perks unlocked (Counting each tier of a perk separately):
      • +1 level for 70-119 Perks
      • +2 levels for 120-169 Perks
      • +3 levels for 170-219 Perks
      • +4 levels for 220-269 Perks
      • +5 levels for 270-319 Perks
      • +6 levels for 320+ Perks
    • Prestige 9 is the highest level a character can be when transferring to the new system, even if the above rules say they should be higher
  • Existing unlocked Teachable Perks will immediately grant access to Tier 1 of that Perk on all characters if no other mechanic has already granted access to the Perk
  • Added unique Prestige Crest artwork for each prestige level
  • Characters who are already at Prestige 3 on the old system will unlock a Bloody Prestige Portrait on the character selection screen
    • Can be toggled on / off in the Options menu

[h3]Shrine of Secrets[/h3]
  • Teachable Perks have been removed from the Shrine of Secrets
  • Purchasing a Perk on the Shrine of Secrets now immediately unlocks that Perk on all Killers / Survivors at the displayed Tier level
    • Tier 1 - 2,000 Iridescent Shards
    • Tier 2 - 4,000 Iridescent Shards
    • Tier 3 - 6,000 Iridescent Shards
  • You must purchase Tier 1 before you can purchase Tier 2, and Tier 2 before Tier 3, unless you have already unlocked the Perk via the Prestige System
  • Having the perk already available via the Prestige System discounts the price:
    • Tier 1 via Prestige - 2,000 Iridescent Shards for Tier 2, 4,000 Iridescent Shards for Tier 3
    • Tier 2 via Prestige - 2,000 Iridescent Shards for Tier 3
  • The same Perk may be purchased multiple times on a single rotation of Shrine of Secrets
  • Purchasing a Perk that you already have at Tier 3 will convert the Iridescent Shards to 100,000
    Bloodpoints
    • This can only be done once Shrine of Secrets rotation per Perk (maximum of 4 times on a single rotation, assuming you have all 4 Perks already at Tier 3)

[h3]Matchmaking Incentives[/h3]
  • Matchmaking Incentives have been added to the game
    • Not available to players who have Cross-Play disabled
  • When the Survivor:Killer ratio in the active Matchmaking queue drifts too far from optimal (4:1), players will receive BP bonuses to enter the queue as the needed role
    • Note: Players can also expect queues with a large Incentive bonus to have faster queue times!
  • Matchmaking Incentives will appear on the Main menu and in the Lobby next to the Ready button

[h3]UI[/h3]
  • Made UI layout changes to accommodate the new Prestige Crest on multiple screens
  • Character Info button has been moved to the side tabs in the Lobby UI
  • Replaced Character Swap buttons/prompts with a Previous/Next button in the Lobby UI footer

[h3]Optimization[/h3]
  • Optimized the Doctor's performance
Dev Note: The Doctor currently has one of the largest impacts on performance for Killers. These performance optimizations should help improve that on all platforms.

[h2]Changes from PTB[/h2]
  • Reduced Prestige node cost from 50,000 to 20,000
  • Increased Bloodpoint Category caps from 8,000 to 10,000
  • Increased Global Bloodpoint soft-cap from 1,000,000 to 2,000,000
  • Rules for converting Prestige levels from the old system to the new system have been made more rewarding, but with a maximum starting point of Prestige 9
  • Reworked the Prestige Portrait reward for players who had already reached Prestige 3 on a character
  • Reworked the Prestige Perk Charm visuals
  • Reworked the Prestige Crest visuals
Dev Note: We received a lot of feedback on the PTB about the grind not being reduced enough when only focusing on a few characters, especially in relation to the cost of the Prestige node on the bloodweb. In response, we have reduced the BP cost of the Prestige node as well as raising various BP caps to allow for more BP to be earned, stocked up, and spent. We've additionally adjusted the transition rules for the Prestige system in such a way that players who reached Prestige 3 in the old system will immediately be Prestige 9 and thus unlock all associated perks, cosmetics, and charms immediately for the character.

  • Endurance no longer stops a Survivor from going down if they have Deep Wound
  • Dead Hard's Endurance duration reduced from 1 second to 0.5 seconds
  • Off The Record is now disabled when the Exit Gates are powered
  • Overcharge's regression has been reduced from 100%-400% to 75%-200%
  • Botany Knowledge now has a Medkit efficiency penalty of -20%
  • Spine Chill now has additional Terror Radius visual feedback
  • Inner Focus no longer has a distance restriction on viewing scratch marks
Dev Note: On the PTB we saw many instances where Survivors were able to queue up several instances of Endurance one after the other, and being able to tank far too many additional hits. Changing Endurance to not trigger when a player has Deep Wounds will prevent this from being as effective, as Survivors will now need to mend the Deep Wound in order to benefit from Endurance a second time. Off The Record was also proving to be too strong during the end game, since there are no required Conspicuous Actions at that point, and will now disable once the gates have been powered.

[h2]Bug Fixes[/h2]
  • Fixed an issue that caused players to experience rubber banding during gameplay
  • Fixed an issue that caused the Dredge's head to clip through the camera when teleporting to a locker
  • Fixed an issue that caused the Hillbilly to be able to use his momentum to reach inaccessible areas
  • Fixed an issue that caused the Artist's Scanning Crows not to reveal Killer Instinct on Survivors in the dying state
  • Fixed an issue that caused Lucky Break perk to activate during the camera pan at the start of the match when having the No Mither perk equipped
  • Fixed an issue that caused the extra fatigue duration from chain blinks to be unaffected by the Nurse's Catatonic Boy's Treasure add-on
  • Fixed an issue that caused the Built To Last perk to continue recharging the item when interrupted going into a locker
  • Fixed an issue that caused the aura reading effect from the Knock Out perk to apply to Survivors that are downed by other means than the Killers basic attack
  • Fixed an issue that caused the skill check wiggle UI to briefly appear after succeeding a Decisive Strike skill check
  • Fixed an issue that caused the Decisive Strike perk to remain active indefinitely if the Killer is stunned when the skill check need is in the success zone
  • Fixed an issue that caused the Invigorated status effect from the Clown's Afterpiece Antidote to last longer when exiting a gas cloud as it activates
  • Fixed an issue that caused the Legion's Feral Frenzy combo not to reset when blinding them mid lunge attack
  • Fixed an issue that caused the Wraith's "Shadow Dance" - White add-on to increase the locker opening speed while cloaked
  • Fixed an issue that could cause the healing progress bar to remain on screen after the healing action is completed when affected by the Hemorrhage status effect
  • Fixed an issue that caused only one Survivor to grunt when one or more Survivors stopping the healing action while affected by the Hemorrhage status effect when close by to each other
  • Fixed an issue that caused cleansing a totem while under the Broken status effect to still activate the Inner Healing perk when the broken status effect ends
  • Fixed an issue that caused the "Brand New Part" add-on to bypass the Survivors screaming when the Eruption and Scourge hook: Pain Resonance perks are triggered
  • Fixed an issue that caused Survivors to recover indefinitely with Soul Guard once affected by the Hex: Plaything or Hex: Pentimento perks
  • Fixed an issue that caused the Haste status effect icon to be missing when affected by Hex: Devour Hope
  • Fixed an issue that caused the Hex: Undying perk to reveal Survivor auras when they are near a Boon Totem
  • Fixed an issue that caused the Deathbound perk not to give progress to the Punch Drunk achievement (trophy for Sony platforms)
  • Fixed an issue that caused the Pig's Ambush Dash animation to freeze when hitting an asset
  • Fixed an issue that caused a missing animation when vaccinating another Survivor
  • Fixed an issue that caused a missing animation when Survivors open an exit gate while injured and contaminated by the Nemesis' T-Virus
  • Fixed an issue that caused the Nightmare's Dream Pallet placing animation to be missing
  • Fixed an issue that caused the Hag's trigger range add-ons (Bog Water, Bloodied Water, Bloodied Mud) to have no functionality
  • Fixed an issue that caused the Cannibal's Shop Lubricant add-on not to hide the auras of downed Survivors when using the chainsaw
  • Fixed an issue that caused the Nightmare's Pill Bottle add-on not to make him invisible to awake Survivors after dropping and picking up a Survivor
  • Fixed an issue that caused the Madness Tier II effect of the Doctor's "Calm" add-ons not to match the description
  • Fixed an issue that caused the Flashbang and Firecracker items to be unusable when running down stairs
  • Fixed an issue that caused the Streetwise perk to remain active in the area when the Survivor with it was Sacrificed, Killed or disconnected
  • Fixed an issue that caused the Adrenaline perk to give progress to the Generosity challenges
  • Fixed an issue that caused the Heroic Virtue challenge to gain progress when the Killer disconnects
  • Fixed an issue that caused the Kinship perk not to give clear feedback when the perk is activated
  • Fixed an issue that caused the Nemesis' Prestige outfit to have a hole in the hand
  • Fixed an issue that sometimes caused the Killer to not be able to pick up a Survivor who's downed on the basement stairs after using ''Dead Hard''
  • Fixed an issue that caused equipped charms to not appear for other survivors in a survivor lobby
  • Fixed an issue where the Hillbilly's chainsaw revving sound effect does not continue for the entire duration of the charge animation
  • Fixed an issue that caused the Conscious Concoction charm UI icon to appear different from its actual model
  • Fixed an issue that caused survivor bots to toggle their flashlights rapidly
  • Fixed an issue that caused some users to be unable to remove EGS friends from their friends list.
  • Fixed an issue that could cause the daily rituals screen to soft-lock the application
  • Fixed an issue that could cause a loss of progress when launching the game on 6.1.0 for the first time
  • Fixed an issue that caused items, addons and offerings to not be lost after a trial
  • Fixed an issue that caused legacy character customizations to disappear after rebooting the game on 6.1.0
  • Fixed an issue that enabled a Killer to body block the access to the basement in the main building in Junkyard
  • Fixed an issue where the Killer is unable to go through a specific spot on Lerys Memorial Institute.
  • Fixed an issue where the Killer can't pick up a downed Survivor on top of the logs in Garden of Joy
  • Fixed an issue where a pile of debris in Lery Memorial blocks the Blight when using Blighted Corruption power
  • Fixed an issue that caused an invisible collision preventing Killers to access the basement in Coal Tower
  • Fixed an issue that caused a generator that couldn't be repaired on one side in Dead Dawg Saloon
  • Fixed an issue that caused a green glyph that can't be interacted with in Midwich Elementary School
  • Fixed an issue where some rocks can be climbed on by stepping around it in Garden of Joy
  • Fxed an issue where survivors are able to reach on top of the shelf barrels in Gideon Meat Plant
  • Fixed an issue that caused the hatch to sometimes spawn inside the basement
  • Fixed an issue that caused the Jigsaw's Annotated Plan add-on to remove 30 seconds from the reverse bear trap timer instead of 10 when the last generator is completed
  • Fixed an issue that may cause succeeding a Brand New Part skill check not to give generator repair progress
  • Fixed an issue that may cause survivors to be unable to exit some lockers when facing the Trickster.
  • Fixed an issue that caused some green glyphs not to be accessible
  • Fixed an issue that make Mikaela's hair to not have the white outline aura from the Nightmare's POV in the Dream State
  • Fixed an issue that caused the smoke cloud to appear as small repeated patterns in the Punishment of the Damned VFX
  • Fixed an issue that caused the VFX of Ghost Face's Glacial Shroud to be seen through fog

[h2]Audio[/h2]
[h3]Characters[/h3]
  • Fixed an issue where the Hillbilly's chainsaw revving SFX does not continue for the entire duration of the charge animation
  • Fixed an issue where the wrong audio cue would be called when selecting a Survivor from the Role Selection menu
  • Fixed an issue where the female survivors voice over would not follow the character's mouth movement when being hooked
  • Fixed an issue where only one Survivor would grunt when two Survivors would stop healing closely at the same time while being affected by Hemorrhage
  • Fixed an issue where, in some rare instances, some Killer's Bloodweb sound would be stuck in an infinite loop
  • Added Entries for Tome 12 of the Archives

[h3]Perks[/h3]
  • Fixed an issue where the Tenacity perk would only reduce grunts of pain after Survivors would move from their initial falling point
  • Added a new audio indicator when losing a token when Distortion hides a player's aura

[h3]General[/h3]
  • Fixed an issue where multiple instances of the same audio cues would play in menus
  • Fixed an issue where when a Killer would hit a wooden table, the incorrect surface sound would be played
  • Fixed an issue where the small pole Generators would fail to throw confetti and would not play the correct SFX once completed in specific maps
  • Fixed an issue where when changing from the Play As Killer menu to the Store, the Killer's sound effects would be missing
  • Fixed an issue where there was no audio cue when a Killers would be stunned while under the effect of the Orange Glyph
  • Audio optimisation pass on Midwich Elementary School to prevent audio cuts

[h3]Platform specific[/h3]
Xbox One
  • Fixed an issue where the game would crash when muting the game on Xbox One
Nintendo Switch
  • Fixed an issue where after extended periods of play, the application would run out of memory after quitting the Tally Screen

[h2]Fixed from PTB[/h2]
  • Fixed an issue that caused the post unhook endurance and speed bonus timers to start during the animation instead of at the end
  • Fixed an issue that caused the sparks emitted by a generator to be too intense when damaged
  • Fixed an issue that caused Hex: Ruin to deactivate at the beginning of the hook sacrifice animation instead of the end
  • Fixed an issue that may cause the application to crash when the Hex: No One Escapes Death perk is used
  • Fixed an issue that caused killers not to see the Haste status icon when the Hex: No One Escapes Death perk activates
  • Fixed an issue that caused the Exposed icon to disappear when Hex: No One Escapes Death is transferred to the Hex: Undying totem
  • Fixed an issue that caused killers not to be able to kill the survivors when having 5 tokens on the Hex: Devour Hope perk
  • Fixed an issue that caused the Hex: Devour Hope Exposed effect not to be revealed when injuring survivors using certain killer powers
  • Fixed an issue that caused the Lethal Pursuer perk not to reveal survivors' auras for the correct duration at the start of the trial
  • Fixed an issue that caused the aura reveal duration from some of The Shape's add-ons not to be increased by the Lethal Pursuer perk
  • Fixed an issue that caused survivors under the effects of the Prove Thyself perk not to see the perk icon or the yellow progress bar
  • Fixed an issue that caused the repair speed bonus not to be applied when a survivor is already working on a generator when it becomes revealed by the Déjà Vu perk
  • Fixed an issue that caused the repair speed bonus to continue to be applied when a survivor is working on a generator that stops being revealed by the Déjà Vu perk
  • Fixed an issue that caused survivors under the Broken status effect to be healed to full health when removing the Plague's sickness at a fountain
  • Fixed an issue that caused some HUD elements to become hidden for the remainder of the trial after switching to Victor when playing as the Twins
  • Fixed an issue that caused several actions not to be blocked during the tutorial
  • Fixed an issue that caused Bill's cigarette smoke to be misaligned

[h2]Known Issues[/h2]
  • Warrior Goddess for Feng Min has been disabled to prevent a crash
  • The Rancor perk activates when the hatch is closed regardless of how many generators were left
  • The Nightmare is unable to place Dream Snares in the kitchen in Badham Preschool
  • Bloodweb cap has been increased to 2 million bloodpoint, even though the tooltip still read as 1 million
  • The matchmaking incentives warning is cutoff in Play as Killer and Survivor
  • The matchmaking incentives text is present in Play as Killer without having the BloodPoint Bonus
  • Tome 12 Archive Collection video does not play properly on Stadia
  • Terror Radius feedback on Spine Chill functions in reverse (ie Drains as the TR gets louder, instead of filling)

Developer Update | July 2022

Late last month, we revealed possibly the largest balance patch in Dead by Daylight’s history along with an overhaul to the progression system. We’ve kept an extra close eye on feedback since these updates hit the Public Test Build (PTB) last week. In this special edition of the Developer Update, we’ll be covering all the changes we’ll be making to the Mid-Chapter following the 6.1.0 PTB.

If you haven’t already, be sure to check out our June Developer Update for more information on what’s changing in the upcoming Mid-Chapter, or watch our Mid-Chapter Preview Livestream.



[h2]Progression[/h2]
We’d like to start things off by talking about the overhauled progression system, in which perks are unlocked immediately through prestige rather than needing to be found in the bloodweb. While these changes make it far easier to collect the various perks on all your characters, we’ve received some feedback regarding the difficulty of obtaining add-ons. To remedy this, we’ll be making a few changes.

First: We have increased the Bloodpoint caps per category to 10,000 (from 8,000). By increasing these caps, you can potentially earn up to 40,000 Bloodpoints per match instead of 32,000, allowing you to purchase more nodes on the bloodweb. At the same time, this allows you to earn more points in a category before capping out, making matches where you’re pigeonholed into a certain role a little more rewarding.

Second: In a future update, we will revisit the rarity of Bloodweb nodes after prestiging. Currently resetting to level 1 also makes common quality nodes far more- well, common. If your favourite add-ons happen to be rare or very rare, prestiging may have made collecting them difficult. This change will make it easier to find a wider variety of add-ons, of both lower and higher rarities.


Beyond add-ons, we’ve also received some feedback on the cost of prestiging. In the PTB, the prestige node cost 50,000 Bloodpoints. While it may not sound like much, it could take several games to afford. We are reducing the cost of this node to 20,000 Bloodpoints to make progressing a little smoother.

Speaking of Bloodpoints, the 1,000,000 cap has long been a topic for discussion, and we felt this was a fitting time to revisit it. We are raising the cap to 2,000,000 Bloodpoints. As always, bonus Bloodpoints from things like login rewards, promocodes, or player support will exceed this cap.


Finally, we’ve made a tweak to our catch-up mechanic, which awards you bonus prestige levels based on your progress prior to this overhaul going live. This is based on the number of perk tiers you’ve unlocked on a character as well as their prestige.

In the PTB, we awarded one bonus prestige level for each prestige your characters had prior to the PTB. For the full Mid-Chapter release, we have increased this to 2 bonus prestige levels. This means if your character was prestige 3 before the update, they are guaranteed to be prestige 9 after the update, granting all the new rewards immediately. The catch-up mechanic will be limited to prestige 9, however, even if the calculated bonus would exceed this.


[h2]Gameplay Changes[/h2]

When changing base mechanics and close to 40 perks in a single update, some wacky interactions and powerful strategies are bound to appear. We went into the PTB hoping the community would experiment and abuse these changes to their fullest potential- and you did not disappoint! Thanks to your feedback on the PTB, we have a few changes in the works for the Mid-Chapter’s release.

[h3]Endurance[/h3]

The Endurance effect has been a hot topic for discussion since the PTB went live. Historically this status effect has been used very sparingly, but with the advent of new ways to get the effect, some of you made it your personal mission to chain together as many Endurance effects as you could.

While this is technically working as designed, avoiding multiple hits in a row is not something that we want to see. As a result, the Endurance effect will no longer protect you from going down if you already have the Deep Wound status effect. This effectively limits the number of hits you can avoid with Endurance to 1 (until you mend your wounds), keeping it as a powerful effect than can be included on various perks while providing a hard limit to how powerful it can be.

As a note, you may still gain the Endurance status effect while you have Deep Wounds. This is intended: While it won’t prevent you from avoiding a hit, it will take effect if you’re able to mend your wounds while the effect is still active.

[h3]Perks[/h3]

While we’re comfortable sending most of the updated perks to the Live version of the game, there were a few outliers in the PTB that we wanted to take a second look at before release.

As a reminder, the Public Test Builds typically do not have enough players for ranked matchmaking to work effectively. Therefore, everyone is paired together, regardless of their skill level. This can make it a little tricky to fine tune balance during a PTB. The changes below address some glaring issues spotted during the test, but they are by no means the only changes the updated perks may receive.

We’ll be closely monitoring the performance of each of the updated perks once they go live and making tweaks as needed. These tweaks would be made as soon as possible, not necessarily postponed until the next Mid-Chapter.

Spine Chill now activates when the Killer has a clear line of sight to you. After revealing this change, many voiced their concerns about how this would affect hard-of-hearing players who relied on Spine Chill as a replacement for the terror radius. While we don’t want accessibility to fall on perks, we also do not want to remove this aspect of the perk until we’re able to implement a more permanent solution. For release, we have added a visual indicator to Spine Chill’s icon that displays the terror radius’ strength.

In the future, we would like to revisit this and implement a permanent solution that does not require a perk. Only once this happens, the terror radius indicator will be removed from Spine Chill.


Dead Hard now grants the Endurance status effect when activated instead of causing you to dash. In the PTB, the duration of the status effect was set to 1 second. This gave Survivors a long window to dodge a hit when Dead Hard was used. For the Mid-Chapter’s release, we are reducing this to 0.5 seconds, requiring more precise timing to use effectively.

Balance aside, we’ve also seen some feedback on Dead Hard’s animation. The PTB version of Dead Hard uses a modified version of the original animation, but this isn’t ideal. In a future update, we’ll replace Dead Hard’s animation with a refined version designed to better match its new effect.


Off the Record now grants Endurance in addition to its existing effects. Some of you pointed out that like Decisive Strike, Off the Record could give Survivors a guaranteed escape once the gates are powered. As a result, this perk will deactivate and remove its effects once the gates are powered.

As mentioned earlier in this post, the Endurance effect will also no longer protect you from damage if you already have the Deep Wound status effect, making it very impractical to dodge subsequent hits. As with all Endurance effects, the effect is cancelled prematurely if you perform a Conspicuous Action.


Overcharge now causes a generator’s regression to gradually speed up after you damage a generator, in addition to its existing effects. On the PTB, this was set to grow from 100% speed to 400% speed over the course of 30 seconds. We found this to be a little extreme- especially when paired with Call of Brine- causing generators to quickly lose all their progress. This is particularly noticeable with solo Survivors who aren’t able to communicate that their nearly completed generator is regressing.

For the release, this is being toned down: The generator will start regressing at 75% speed and increase to 200% speed over the course of 30 seconds. If you’re curious, Overcharge becomes faster than the default regression after only 12 seconds. Overcharge can still be combined with Call of Brine to offset the reduced speed.


Botany Knowledge increases your healing speed far more than before, but no longer provides Med-Kit efficiency. While this change made the perk more appealing to the healers out there, it could be a little too powerful with Med-Kits. To remedy this, Botany Knowledge will receive a 20% efficiency penalty to Med-Kits. While this may sound minor, even a slight reduction to efficiency can cause Med-Kits to run out of charges before you can finish a heal.


Distortion prevents your aura from being revealed to the Killer and can now be recharged by staying inside their terror radius. As a small quality of life improvement, Distortion will now have an audio cue when a token is used. This will make the effects harder to miss.


Iron Will now reduces your grunts of pain by 75% rather than making you silent, and no longer works while Exhausted. We’ve seen some feedback concerning the volume of certain Survivors compared to others, causing this perk to be less effective on Survivors with louder grunts of pain. In a future update, we’ll be reviewing the volume levels of each Survivor’s grunts to ensure that each of them can make use of this perk.


Inner Focus was unchanged on the PTB, but it will be receiving a small tweak in time for the release. Currently Inner Focus allows you to see the scratch marks of other Survivors within 32m. We’re removing the range requirement entirely, letting those with a keen eye spot distant scratch marks too.

We’ll continue monitoring the updated perks once the Mid-Chapter goes live and readjust as needed.


[h2]Visual Changes[/h2]

The progression overhaul came paired with several new cosmetic details, including new charms and effects. Unfortunately, the feedback to some of these new elements in the PTB was less than stellar. We want these rewards to feel like a satisfying payoff for the effort they take to earn, so we’ve taken your feedback into consideration and iterated on each of them.

[h3]Perk Charms [/h3]

Reaching prestige 7, 8, and 9 will each unlock one of that character’s unique perks as a charm, allowing you to showcase both your favourite perks and your dedication to your favourite characters. On the PTB, these charms had the perk’s icon on a red background. While these certainly stood out in a match, many felt they lacked the flair that such a reward should have.

Going forward, these charms will have a purple background like the actual Tier 3 perk and feature a golden border.



Character Portrait Effect

Those who reach prestige 3 prior to the progression overhaul will receive a special effect on their character’s portrait to commemorate their achievement. On the PTB, this effect appeared as yellow orbs drifting across their portrait. For the full release, this effect has been replaced entirely with animated scratch marks. Additionally, the effect will appear between the character and the background rather than on top of the character. As with on the PTB, you can disable this effect in the options menu if desired.



[h3]Prestige Icons [/h3]

With prestige now extended all the way to 100, we unveiled some new icons to showcase your prestige level. This icon becomes more intricate and lavish the further you raise your prestige level. We’ve made some slight improvements following the PTB and added gold trim to all prestige icons, giving even the lowest prestiges some well-deserved flair.



[hr][/hr]
With that, we’ve reached the end of this special edition of the Developer Update. The Mid-Chapter is expected to release later this month. As always, please be sure to share your feedback with us once you’ve had a chance to give these changes a try!

The Dead by Daylight team

The excellent Killing Floor 2 is free on the Epic Games Store




Killing Floor 2 is free on the Epic Games Store for the next week, and it's some of the best co-op shooting action I've ever played. It's not a dreadfully complex game: you have characters with different abilities and weapons, there are various different enemy types, and they come in waves until you're dead or survive long enough to complete certain objectives...
Read more.