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Developer Update | October 2023

Greetings ghosts and ghouls! We’re back with another Developer Update, this time covering all the adjustments on the way following our last Public Test Build (PTB). We unveiled some major changes during this PTB, including the new Anti Face-Camping mechanic and an overhaul to The Skull Merchant’s Power. You’ve left us with plenty of feedback to go through, and we’d like to share a few tweaks we’ll be making when this update goes live (and a few more in the minor patches that follow)!


[h2]The Skull Merchant[/h2]

With the overhaul on the PTB, we set our sights on the frustrating strategies that emerged due to how The Skull Merchant’s Power worked. While we’re pleased to see that she was no longer a gen-defending powerhouse, we noticed many felt that she was left in a weaker state. The intent of this update is not to weaken this Killer overall, so we’ll be making a series of adjustments to address some of the feedback we received.

[h3]Scanning[/h3]

During the PTB, many Killers reported having difficulties scanning Survivors with their drones, making the frequency of Lock On lower than we’d like. To ensure that her Eyes in the Sky are a truly tools of torment (sorry), we have a series of changes in store.

First, we noticed that because drones always rotated clockwise, it was far less likely that Survivors would be scanned if they were also running a loop clockwise since the beams would cross their path less often. This is most noticeable on tiles which Survivors ideally want to run in a clockwise direction anyway to line themselves up for a fast vault.

To remedy this, The Skull Merchant can now toggle the direction her drones rotate while using her radar.

This way, you can swap directions to force the beam to cross a Survivor’s path more often. Experienced Killers who know the best ways to run certain tiles will also be able to pre-emptively choose the best direction for the loop they’ve deployed their drone in.

Second, some found drone management to be a little stressful, largely since recalling a drone would put your Power on cooldown. This forced the Killer to rush to recall drones that are no longer needed whenever they had a moment of downtime so their Power was ready for their next chase.

To address this, drones can now be recalled at any time and recalling a drone no longer incurs a cooldown.
[h3]
Eyes in the Sky[/h3]

Third, we’ve made a series of smaller adjustments to make it harder for Survivors to cross through a drone’s effective area without being scanned:
  • Increased the drone’s radius to 10m (was 8m).
  • Increased the drone’s rotation speed in Stealth Mode to 60 degrees per second (was 50).
  • Increased the drone’s rotation speed in Scouting Mode to 85 degrees per second (was 75).

Lastly, to give The Skull Merchant more control when deploying a drone, the drone’s beams now face directly in front and behind her by default, allowing skilled Killers to scan Survivors as soon as they’re deployed. We have also decreased the drone’s initialization time to 0.3 seconds (was 1.5 seconds) so they activate more quickly and feel more responsive.

Combined, these changes will make The Skull Merchant feel better to play and more consistent now that her drones can’t be used to defend generators.


[h2]Anti Face-camping[/h2]

Anti Face-camping is here- and so is the Killer. This mechanic aims to provide Survivors with counterplay for some of the most egregious cases of camping. From what we observed on the PTB, the system seems to come to the rescue when needed most, though we’ll of course continue monitoring and make adjustments as needed. However, there were a few rough edges which we’re looking to refine before this goes live.

[h3]Grace Period[/h3]

One of the most common critiques of this mechanic comes from the way the meter immediately starts to fill before the Killer could possibly walk away. Although this alone wouldn’t cause Survivors to free themselves, this understandably feels as if the game is wrongly treating you as if you’re camping.

There will now be a 7 second grace period before the meter starts filling after hooking a Survivor. This will give the Killer an opportunity to walk away before the system kicks in, with a little wiggle room to kick a nearby generator or reload at a locker.

[h3]Dying & Carried Survivors[/h3]

During the PTB, dying and carried Survivors did not influence the fill rate of the meter. The former led to some awkward scenarios where a dying Survivor with a Perk that allowed them to pick themselves up could force the Killer to stay nearby, while the latter both exacerbated that strategy as well as punishing the Killer for hooking multiple Survivors in the basement.

Therefore, dying will slow the meter (as though they were standing) so long as they are in the area, and carried Survivors now pause the progress bar completely.

[h3]Verticality[/h3]

When this feature was tested on the PTB, it treated both horizontal and vertical distances equally. However, this had a side effect of detecting Killers on different floors as camping even if the shortest path to the hooked Survivor was rather long. This was especially noticeable on indoor maps such as The Game.

In a later update, the meter will be weighted more heavily toward horizontal distance than vertical. This will make the meter a little more forgiving if the Killer passes by on another floor.


[h2]Perk Updates[/h2]

We received a bunch of feedback on the two Perks which were tweaked in this past PTB, so we went back to the drawing board to deliver a new set of changes.

[h3]Furtive Chase[/h3]

We initially increased the terror radius reduction for each token, though many still did not find this a very appealing choice. Furtive Chase will be receiving a rework when the update goes live.

When hooking the Obsession, gain Undetectable and a 5% Haste status effect for 14/16/18 seconds. When the Obsession is rescued from the hook, the rescuer becomes the Obsession (unchanged).

With this new version, Furtive Chase rewards the Killer for switching targets and allows them to find a new Survivor to chase more quickly after hooking.

[h3]Background Player[/h3]

This Perk is most often used for saving teammates, allowing you to get into position quickly in key moments. However, since the Killer’s pickup animation is shorter than the Perk’s duration, it would usually be too late to save your teammate by the time the speed boost ended.

Therefore, Background Player now causes you to sprint at 200% speed (was 150%) for 5 seconds (was 4 seconds) when the Killer picks up a dying Survivor.

This way, Background Player will allow you to cover more distance quicker than before, potentially allowing you to get into position in time to make the save.


[h2]The Trapper[/h2]

We were delighted to see such a positive reaction to the adjustments we made to The Trapper. As we dug through the PTB feedback, we noticed many of you found it impractical to wander so far to gather your traps at the start of the match. While The Trapper is still in the spotlight, we’ve decided to make one more change as soon as we’re able to.

The Trapper’s Bear-Traps will spawn closer to generators. This way, you’ll have to stray less from your usual patrol routes than before to collect a trap.

Unfortunately, we weren’t able to squeeze this change into the initial release, but this will be a part of one of the smaller patches in the coming weeks!


[h2]Shattered Square[/h2]

Last but certainly not least, we have a few more adjustments on the way for the Shattered Square. We received some feedback regarding the strength of certain pallet loops and the number of pallets overall. For the update’s release, we have reviewed the loops in question and slightly reduced the number of pallets which spawn.


[hr][/hr]
And that brings us to the end of this Developer Update! We want to thank you as always for taking the time to test out the changes on the PTB. Nearly all the adjustments mentioned in this post will be available when the update releases, with the rest following in a minor patch shortly after. We look forward to hearing what you think!

Until next time…

The Dead by Daylight team

Don't miss the Haunted by Daylight Livestream on October 13th

A few days before the Haunted by Daylight in-game event starts, we’ll be hosting a jam-packed livestream highlighting everything you can expect from our scariest event yet. Not only that, but we’ve arranged for an epic surprise that will explore the world of Dead by Daylight like never before.

On October 13th (2PM EDT), watch the stream on Twitch, on YouTube or even here on Steam!

There's plenty of fun lined up this year, and we’ve got you covered with a comprehensive roadmap highlighting everything coming to The Fog over the upcoming weeks. You can read more here.



See you in the Fog,

The Dead by Daylight team.

Forget face-camping, Dead by Daylight update buffs its worst killer

Dead by Daylight slays its horror game category competitors with its fun multiplayer gameplay and unique cast of iconic slasher film killers. Behaviour Interactive keeps its game regularly updated, with steady new content releases and balance adjustments to ensure quality gameplay experiences for both killers and survivors. Dead by Daylight will receive a plethora of game-changing updates this season, including anti-face-camping measures and adjustments to one of DBD's most infamous characters.


Read the rest of the story...


RELATED LINKS:

DBD codes September 2023

Dead by Daylight teases a rework of its most hated map

DBD self unhook changes might let you off the hook in phase two

Update 7.2.3 | Bugfix Patch


Bugfixes
  • Survivors are no longer able to pass through Locker collisions in certain cases.
  • Add missing animation for Survivor placing "Blast Mine" or "Wiretap" traps on a Generator, preventing Survivors from becoming invisible and unhittable in certain cases.
Note: With this bugfix, we are reenabling Flashlights, along with three Perks: Dramaturgy, Appraisal and Residual Manifest.

7.3.0 | PTB

[h2]Important[/h2]
Progress & save data information has been copied from the Live game to our PTB servers on Sep 11. 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]Killer Perk Updates[/h3]
Furtive Chase
  • You become obsessed with one Survivor. You lurk in the shadows, eliminating your victims one by one. When your Obsession is hooked, Furtive Chase receives a token, up to a maximum of 2/3/4 tokens.
  • Each token decreases your Terror Radius by 5 meters while in a chase (was 4 meters).

[h3]Survivor Perk Updates[/h3]
Background Player
  • When the Killer picks-up another Survivor, Background Player activates for 10 seconds. When you start running, break into a sprint at 150% of your normal Running Movement speed for 5 seconds (was 4 seconds).
  • This perk cannot be used while suffering from Exhaustion. This perk causes exhaustion for 60/50/40 seconds.

[h3]Updated Killer: The Skull Merchant[/h3]
Eyes in the Sky
The Skull Merchant begins the match with six Drones. Press the Power button to deploy a Drone, which conducts an invisible, continuous sweeping scan. If a Survivor is detected, the Drone becomes active, which makes the Drone’s scan lines visible. Once detected by a scan line, a Survivor gains scan immunity and cannot be detected by other scan lines for 3 seconds. Survivors can attempt to hack Drones. Failure activates the Drone and partially fills their Lock On meter; Success disables the Drone for 45 seconds.
  • Removed the Active Zone (cylinder).
  • Removed remote Activation of Drones.
  • The Killer now starts with 6 drones.
  • The minimum distance between drones is now 16 meters.
  • The Drone radius is now 8 meters.
Radar
Press the Ability Button to open a Radar to see the locations of Survivors detected by Drones or those with Claw Traps. Drones can be recalled with the Radar. Each Survivor detected on the Radar increases The Skull Merchant’s movement speed.

Lock On
The Lock On meter fills when scanned by a Drone and when failing to disable a Drone. When the meter is full, the Survivor receives a Claw Trap, becomes Injured, and suffers from the Broken status effect. Additional scans briefly apply the Hindered status effect. A Claw Trap broadcasts the Survivor’s location to the Killer and is only removed when its battery dies.
  • Removed the Exposed status effect from Lock On.
Other
  • Daily rituals, Achievements, Loading Tips, and Score Events have been updated accordingly.

[h3]Updated Killer: The Trapper[/h3]
  • When setting a Bear-Trap, The Trapper gets a Haste effect of 7.5% for 5 seconds (new effect).
    • The Coffee Grounds Addon has been updated to indicate it is an additional Haste effect.
  • When the Trial begins, 8 Bear-Traps spawn on the map (was 6).

[h3]Other Killer Tweaks[/h3]
Huntress
  • Reloading hatchets takes 3 seconds (was 4 seconds).
Deathslinger
  • Reloading takes 2.6 seconds (was 2.75 seconds)
  • Addon: Warden's Keys - Decreases the Speargun's reload time by 0.35 seconds (was 0.5 seconds)
  • Addon: Jaw Smasher - Increases movement speed by 1.5% while aiming down the Speargun's sights (was 1%).
  • Addon: Wanted Poster - Increases movement speed by 3% while aiming down the Speargun's sights (was 2.5%).
Legion
  • Addon: BFFs - Earn tokens for hitting Survivors during Feral Frenzy:
    • Second chained hit: 2 token
    • Third chained hit: 3 tokens
    • Fourth chained hit: 4 tokens
    • Fifth chained hit: 5 tokens
    • Once the gates are powered, if more than 15 or more tokens have been collected, gain a 6% movement speed boost when not using Feral Frenzy (was 4%).
Trickster
  • Reloading knives takes 3 seconds (was 4 seconds).

[h3]Anti Face-Camp Feature[/h3]
Survivors on the hook have an internal "camp meter" which fills when the Killer is nearby. The meter fills faster the closer the Killer is, but is slower when other Survivors are near (never becomes negative).

Once the meter is full, the Survivor gets a prompt allowing them to escape the hook with 100% probability. Survivors who take this action gain Endurance for 15 seconds.

This feature shuts off entirely once the Exit Gates are powered.

As part of this system, the Cannibal can no longer hit a Survivor who has Endurance twice in the same 0.5 second timespan.

[h3]Map Updates[/h3]
Shattered Square Map Update
The Shattered Square Map received a lot of comments at release. Some issues were related to the objects being low to the ground and hard to see, especially when it came to Killers that are navigating with a first person camera. We did a clean up and made sure that the loops feel smoother.

There were also inconsistencies with our visual and navigation language. Objects were placed in a way that it felt possible to simply climb, because of similar angles to stairs or slopes found in other maps. This was resolved by taking away some of the objects or placing assets that match the collisions.
The line of sight was very low and gave the ability for players to see accross the map. A clear line of sight can be detrimental for both roles depending of the play style. We have changed the positioning of tiles with higher line of sight blockers to be more predominent.

The size of the Map was large and we decided to reduce the size to encourage encounters, make it more dynamic and reduce the time to find interactables (generators, hooks, totems, chest, etc.)

MacMillan Estate Realm Update
The Maps of the MacMillan Estate Realm have been in the game for about 7 years. The layouts and other information have been available within the community for a while, but The Entity reminded us to give players a chaotic experience. Therefore, we are adding new variations of the MacMillan Estate Realm maps to the existing pool.

[h2]Features[/h2]
[h3]Bots Improvements[/h3]
Reworked the Bots Skill Check system:
  • Success rates now correlate with Skill Check size.
  • Skill Check debuffs, such as The Doctor's Madness or Hex: Huntress Lullaby, reduce the odds of hitting the Skill Check.

[h2]Bug Fixes[/h2]
[h3]Audio[/h3]
  • Fixed an issue that caused the Killer to hear Ripley's dialogue in the menus.
  • Fixed an issue that caused the subtitles in The Mastermind's Mori to disappear quickly after appearing.

[h3]Bots[/h3]
  • Bots can now attempt to self-unhook.
  • Bots now break a stare-down with the Killer earlier when standing still on opposite sides of a Remote Flame Turret.
  • Bots now try to look for potential Killer approach paths when doing long interactions, taking breaks from turning the camera slowly around.

[h3]Characters[/h3]
  • Fixed an issue that caused The Huntress, The Cannibal, The Clown, Ghostface and The Hag to not follow the rule of looking slightly down when vaulting.
  • The Xenomorph's tail attack no longer allow to hit behind the killer
  • The FOV increase from Blinks can no longer be seen on the Tally screen when leaving a match during a Blink as The Nurse

[h3]Environment/Maps[/h3]
  • Fixed an issue where the Dream Snares of The Nightmare could be placed under the floor of The Shattered Square's main building.
  • Fixed an issue where the Dream Snares of The Nightmare could be placed under the floor of The Toba Landing Base.
  • Fixed an issue where The Demogorgon could jump on top of walls in the Disturbed Ward Realm's Maps.
  • Fixed an issue in the Coldwind Farm Realm's Maps where assets were too close and blocked the navigation of players.
  • It is no longer possible to place the Bear Trap higher than the Killer. Preventing animation glitch during the reset.
  • The Chemical Trap is no longer invisible on the pallet if the Survivor gets Hit during the Animation

[h3]Perks[/h3]
  • The "Ultimate Weapon" Killer perk no longer applies to Survivors hiding inside lockers
  • Undying now always handle tokens stacks of Hex: The Third Seal correctly

[h3]Platforms[/h3]
  • Fixed a crash on Nintendo Switch that could happen when interacting with the Friends menu.

[h3]UI[/h3]
  • For consoles, the Loadout search bar virtual keyboard now appears in the player's selected language rather than English.
  • Map icons variations will display numerical indicators.

[h3]Misc[/h3]
  • Equipped Charms are now always visible on the displayed character in the Store.