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Design Preview | The Skull Merchant Part 2



Welcome back to another edition of the Skull Merchant Design Preview! As we mentioned in our recent status update, we received a great deal of valuable feedback from you on our initial rework proposal. Today, we’re excited to share an evolution of this rework!
This places a considerable focus on Skull Merchant’s role as a high-tech hunter – a modern slasher, if you will – who uses the tools at her disposal to generate a network of information as she keeps tabs on her prey, weakens them, and then goes in for the kill when the time is right.
Let’s first dive into the specific changes:

[h2]WHAT’S CHANGED?[/h2]
  • We’ve removed the Killer aura reveal when hacking a Drone.
  • The Global Detection Power detects Survivors who are running or walking , keeping this consistent with how Drones detect players.
  • Stealth Drone scan lines are now visible, but will not extend entirely down to the ground, providing a visual indicator for Survivors to crouch-walk as a counter action.
  • Skull Merchant has two different types of Drones:
    - 5 deployable Stealth Drones, as previously mentioned
    - 1 Drone Buddy (name pending!) that hovers directly over her shoulder. Note: This is not a separate AI-controlled entity.
  • Stealth Drones function as previously stated, but Drone Propulsion only injures – not downs – Survivors.
    - Any Survivor hit by Drone Propulsion is tagged and tracked with a Claw Trap.
    - Claw Traps can be removed by Survivors following a held interaction.
  • Skull Merchant gains an activatable ability that fires an EMP dart from her Drone Buddy.
    - This ranged attack has a small AOE and downs Survivors tracked with a Claw Trap.
    - The EMP dart does not hurt Survivors if they are not tracked with a Claw Trap.

Sound interesting? Let’s break this down by looking at it in the context of an example chase from the perspective of Skull Merchant:

[h3]DEPLOY AND DETECT[/h3]
Your first order of business is to make use of the tools in your arsenal to figure out where Survivors are. You begin by deploying a Stealth Drone and piloting it to a high traffic loop, where you leave it passively scanning. Switching focus back to Skull Merchant, you head towards another loop, activating your Global Detection Power in hopes of catching a Survivor heading to their first gen.


Both the Global Detection Power and your passive Stealth Drone detect separate Survivors, notifying you of their whereabouts on your radar. You’re now perfectly situated for a chase...

[h3]TAG AND TRACK[/h3]
Switching focus back to the idling Stealth Drone, you see the Survivor who was detected running away. Making use of the Stealth Drone’s increased movement speed, you give chase.
Mid-chase, you see an opportunity to strike, launching your Stealth Drone forward with Drone Propulsion and hitting the Survivor. Not only does this injure them, but it attaches a Claw Trap to them. This inflicts the Broken status effect and tracks the Survivor on your radar.


While Drone Propulsion can’t be used to down a Survivor, this opens them up to her other ability...

[h3]USE EMP DART TO DOWN[/h3]
At this point, Skull Merchant could take matters into her own hands and hunt down the Claw Trapped Survivor by hand with an M1 attack, but where’s the fun in that? Hovering over her shoulder at all times is her prized Buddy Drone, which hides a secret weapon.
By charging up and releasing the activatable ability when in control of Skull Merchant, her Buddy Drone fires a short-to-mid range EMP dart that hits with a small AOE. If a Survivor is being tracked with a Claw Trap, the dart will activate this fearsome contraption, downing them. Good hunting!




[h3]A SURVIVOR PERSPECTIVE [/h3]
All that’s well and good, but if you’re a Survivor, how are you supposed to deal with these high-tech tools?
  • Stealth Drone passively scanning an area? Either crouch-walk to avoid the scan lines or hack it to send this Drone back to Skull Merchant’s personal stores.
  • Hear the Global Detection Power notification? Same as above – begin crouch-walking or stop moving altogether to avoid having your location given away.
  • Notice a Stealth Drone being piloted? Keep to tight loops and be ready to juke to prevent the Stealth Drone from attaching a Claw Trap to you.
  • Afflicted with a Claw Trap and see Skull Merchant approaching? Be ready to juke her EMP dart. It has a short charge time, so use this time to put an obstruction between you both.
  • Afflicted with a Claw Trap and feeling hidden? Hold the interact button to remove it.


With that, we’d love to hear what you think of these changes! We’ll be keeping a close eye on all our community channels and relaying any feedback back to the team, so don’t hesitate to share your thoughts with us (i.e. in the replies right here)!
While we won’t be running a survey this time, we are taking note of the feedback you shared from the last iteration to inform future surveys.

See you in The Fog!
The Dead by Daylight Team

Stats | January - March 2025



Can you believe how quickly April has been flying by? Not only is the Blood Moon event in full swing, but we also have a new update – Steady Pulse – quickly approaching on the horizon. In the meantime, we wanted to take a look back at the first 3 months of the year and share a look at how things are going for Killers and Survivors.

Kicking things off are Killer pick rates! Looking at both MMR groups, The Mastermind and The Blight were both winners, leveraging their high mobility to land in the top 5. While The Nightmare didn’t quite crack the top 10 for the wider MMR bracket, his recent rework helped drive a higher pick rate among higher MMR players.



Speaking of The Nightmare, fresh off his rework, it sure seems like he was a dream to play, leading kill rates across both MMR brackets, while The Lich continued to leverage his vile darkness across all MMR levels. High MMR mainstays like The Twins, The Blight and The Nurse unsurprisingly made appearances as well.

Looking at the bigger picture, there was an average kill rate of 60% across all MMR, while that average kill rate increased to 63% for high MMR. This largely falls in line with our intended Killer balance.



Of course, there’s more to a Trial than just Killers. Let’s take a look at how Survivors have fared!

Overall escape rates tended to be quite close across MMR brackets, with all MMR seeing a 41% escape rate and high MMR landing at 42%. Digging into specific party sizes is where the results differed.

Unsurprisingly, coordinated groups playing at high MMR performed best, resulting in the highest escape rate. Interestingly, however, solo queue players in the wider MMR bracket proved to be particularly hardy, falling above the overall escape rate.

But with that, we’ll see you again in July to share the next 3 months of Killer and Survivor stats.

Until next time…
The Dead by Daylight Team

8.6.2 | Bugfix Patch



[h3]Content[/h3]

THE GHOUL
  • Reduced Tentacle range from 16 meters to 14 meters.
  • Reduced Enraged mode time from 45 seconds to 40 seconds.
  • Reduced Enraged bonus time when performing a perfectly timed grab-attack from 15 seconds to 10 seconds.
  • Reduced Reticle Stickiness Time effect on targeted Survivor from 0.3 seconds to 0.18 seconds.
  • Reduced Reticle aiming on Survivor detection for grab-attack by 94%.
  • Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.
  • After breaking a pallet, if the Killer Power is not in cooldown, power goes into a forced cooldown equal to a single Leap usage.
  • Addon Fresh Coffee: Changed rarity from Common to Very Rare.
  • Addon Hinami's Umbrella: Reworked Effect - Performing a perfectly timed grab-attack award an extra +10.0 seconds of Enraged bonus time and changed rarity from Very Rare to Uncommon.
  • Addon Blood stained Handkerchief: Reduced Kagune's reach from 2 meters to 1 meter.
  • Addon Taiyaki: Reduced the Enraged Mode countdown from 15 seconds to 5 seconds and changed rarity from Uncommon to Common.
  • Addon Yamori's Mask: Added the activation requirement of "all Survivors further than 40m".


NEW KILLER PERKS CHANGES

None are Free:
  • When you hook a Survivor for the first time, gain 1 token, up to 4.
    When all generators are completed, for each token, all windows and upright pallets are blocked for 12/14/16 seconds.
    Removed the blocked "for everyone" clause.

[h3]Bug Fixes[/h3]

Archives
  • Fixed an issue where the "Grenade Launcher" Killer master challenge could not be completed.
  • Fixed an issue where the text reward appeared in Rift 1 instead of Tome 22 preview's page
Blood Moon
  • The Blood Can no longer clips into the ground when crouching.
  • Bloodpoints given when filling a Jerry Can no longer exceed the cap.
  • The SFX of Filling a Blood Can interaction no longer lingers when grabbed by the Killer.
  • Fixed an issue where players were not receiving objective points when only interacting with Fuel Generators.
  • Fixed multiple map issues related to the fuel pump.
Characters
  • The animation of Victor now plays correctly when opening a Locker with a Survivor in it.
  • The QTE prompt no longer stays indefinitely while spectating the Killer in Custom Games.
  • Spectators can now see the Fail or Success state of The Ghoul’s Grab attack.
  • The camera and Killer movement are no longer restricted after dropping a pallet on the Killer when they attempt to perform a grab-attack.
  • The Kagune Mark Reticle now appears consistently in the Survivor perspective when aiming across a Pallet or Window.
  • The Ghoul's tentacle leap animation now plays correctly after doing the second leap on a Survivor behind an obstacle.
  • The Ghoul can no longer basic attack a Survivor in quick succession during the third Kagune Leap cooldown.
Environment/Maps
  • Fixed an issue in Forgotten Ruins where hooks were spawning close to each other in the Dungeons
  • Fixed an issue in Lery's Memorial Institute where the Punishment Of The Damned could not travel through walls
Perks
  • Fixed an issue where Balanced Landing's reduced stagger and grunt effects were still being applied after becoming Exhausted.
UI
  • Fixed a crash in the Tally Scoreboard when docking or undocking the Switch.
  • Fixed an issue where shows wrong killer name when switching character during queuing in a killer's lobby.
  • Fixed an issue where empty offering slots were shown as an hidden offering.
  • Fixed an issue where the wrong icon was displayed for Zarina's Murder Mill torso cosmetic.
Misc
  • Fixed an issue where Killer could load into a match with unowned cosmetics when viewing the mori preview with the selected cosmetic.
  • Fixed an issue where retired Offerings were not showing in player's inventory.

[h3]Known Issues[/h3]
  • Survivors will still make a grunt when using Balanced Landing and performing a fast falling vault.

New Dead by Daylight survivor is the perfect support, and you can try her now

Dead by Daylight thrives on its variety. From classic horror icons to internal, homebrewed heroes, every nightmare becomes a reality in Behaviour's asymmetric multiplayer game. But we're often too focused on the big names: Five Nights at Freddy's, Saw, Alien. Now, as part of the Steady Pulse update, developer Behaviour Interactive is announcing a much more low-key character, but they could end up being one of the best, and there's a huge update to The Archives, too.


Read the rest of the story...


RELATED LINKS:

Dead by Daylight gets an all-new generator type, but not forever

DBD says farewell to its outdated Challenges, reveals new Quests system

DBD Twitch drops and how to claim

8.7.0 | PTB



[h2]Important[/h2]
  • Progress and save data information has been copied from the Live game to our PTB servers on April 7th, 2025. 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]Content[/h2]

[h3]New Survivor: Orela Rose[/h3]
New Perks
  • Do no Harm:
    When you heal another Survivor, for each hook state they have, heal 30/40/50% faster and gain +3/3/3% progress for succeeding great skill checks.
  • Duty of Care:
    When you take a protection hit while healthy, all other Survivors within 16/16/16 meters gain 25/25/25% Haste for 4/5/6 seconds.
  • Rapid Response:
    When you do a Fast Locker Exit, you suffer from the Exhausted status effect for 30/30/30 seconds.
    When you gain Exhausted, you see the Killer's aura for 1/1.5/2 seconds.
    Exhausted prevents one from using perks that cause Exhausted.

[h3]KILLERS[/h3]

The Doctor
  • Added a cooldown to interrupting Unhooks with Shock Therapy repeatedly
The Houndmaster
  • Decreased the Dog's vault speed during Chase Command to 0.65 seconds (was 0.45 seconds)
  • Doubled the Bloodpoint rewards of all her Deviousness Scoring Events
The Oni:
  • Removed the turn rate limit during the open phase of Demon Strike

[h3]PERKS[/h3]
Survivor Perks
  • Boon: Dark Theory:
    Increased the Haste effect to 3% (was 2%).
  • Breakout:
    Increased the Haste effect while near a carried Survivor to 6/8/10% (was 5/6/7%).
  • Champion of Light:
    Increased the Haste effect while using a Flashlight to 70% (was 50%).
  • No One Left Behind:
    Now increases the Haste effect for unhooked Survivors by 10% instead of applying a separate Haste effect.
Killer Perks
  • Furtive Chase:
    Increased Haste effect after hooking the Obsession to 10% (was 5%).
  • Hex: Pentimento (Rework):
    You see the aura of cleansed totems and can Rekindle each Totem once.
    While a Totem is Rekindled, Survivors Heal and Repair 15% slower +3/4/5% for each additional Rekindled Totem.
    If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity.
    Survivors cursed by this perk see Rekindled Totems' auras within 16m.
  • Unbound:
    Increased the Haste effect after vaulting a window to 10% (was 5%)

[h2]Features[/h2]

[h3]Quest System[/h3]
Introducing a unified place for all Quest, which will include daily, event, rift quests and much more.

[h3]Base Game Adjustments[/h3]
  • Added a protection to Survivors when their teammates spam the Unhook interaction without ever Unhooking.
  • Added a protection for failing Skill Checks that trigger right when the interaction is stopped.

[h3]Haste & Hindered Stacking[/h3]
  • The effects of Haste and Hindered no longer stack with themselves.
  • While multiple Haste or Hindered effects are active, the largest percentage for each is used.
  • The speed bonus/penalty of Haste and Hindered are now shown on their respective status effect icons.
  • Perks which affect movement speed now mention Haste or Hindered in their descriptions.

[h3]Surrender Option[/h3]
  • Added a new Killer scenario: 10 minutes after the last generator is completed, the Killer has the option to Surrender.

[h3]Rarity Rework[/h3]
Rarity levels have been revised to better surface different tier value and adding a new tag-based system that allows to surface extra information to players.

[h3]Bot Improvements[/h3]
  • Smoothened the camera direction of Bots while they are turning corners.
  • Survivor Bots are no longer trigger-happy with their Flashlights.

[h2]Bug Fixes[/h2]

Audio
  • Fixed an issue where the wrong terrain type SFX would play when walking in the Grim Pantry's big Cabin.
  • Fixed an issue where the wrong terrain type SFX would play when walking on the balcony of the mine tower in the Ormond Lake Mine map.
  • Fixed an issue where the wrong terrain type SFX would plat when walking on parts of the ramp inside the mine building in the Ormond Lake Mine map
Bots
  • Fixed an issue where survivor bots revealing The Ghost Face and clearing their Weakened status against The Unknown from normally impossible locations.
Character
  • Fixed an issue where the Knight would be stunned at the Guard's spawn location.
  • Fixed an issue where the Knight's power could break when being stunned at the start of a summon.
  • Fixed an issue where the Knight could stay in the Patrol Path creation speed due to latency.
  • Fixed an issue where Deep Wound would not stop depleting when a Survivor is grabbed by the Houndmaster's Dog.
  • Fixed an issue where there was no Cancel interaction prompt when the Trickster was in Main Event.
  • Fixed an issue where the Nurse could briefly see Survivors in a locker when blinking through a nearby wall.
  • Fixed an issue where the Ghoul's hair and mask would briefly appear off his head when reaching the tally screen.
  • Fixed an issue where Survivors could bleed out during a Mori.
Environment/Maps
  • Fixed an issue Midwich Elementary School error in the script created slowdowns
  • Fixed an issue on Temple of Purgation adding new collision to let zombies reach the arch base
  • Fixed an issue on Treatment Theatre by hiding a yellow collision box visible on a chair
  • Fixed an issue on Father Campbell's Chapel by removing an Invisible Collision present between 2 assets on Carnival section
  • Fixed an issue on Disturbed Ward by reworking collision to avoid zombies that can get stuck on the ramp leading inside the Asylum
Perks
  • Fixed an issue where Teamwork: Collective Stealth would show a second cooldown after exiting the perk's range.
  • Fixed an issue where the reduced action speed color and icon were missing on the progress bar when co-oping Invocation: Treacherous Crows.
UI
  • Fixed an issue where the Tally Screen would leave the Bloodpoints Earned page before displaying all bonuses.
  • Fixed an issue where toast notifications would disappear when transitioning to the main menu.
  • Fixed a visual glitch with equipped add-ons in the loadout menu.
  • Added audio feedback when hovering collected nodes in the Bloodweb.
  • Added audio feedback when hovering items in the offering sequence.
  • Added audio feedback when hovering items in the Tally Screen Match Consequences page.
Misc
  • Fixed an issue where the What Lurks Beneath achievement/trophy would gain progress when the damage source was caused by a Survivor perk.
  • Fixed an issue where the Demogorgon could perform actions while inside portals after pressing F11 throughout the Traverse charge.