1. Dead by Daylight
  2. News

Dead by Daylight News

Play Flippin Misfits and earn an exclusive Dead by Daylight Charm!

Flippin Misfits is an absolutely bonkers online melee party brawler, where 2-4 friends can flip and fight across high-intensity arenas filled with opportunities and hazards. Every surface is in play, attacks can come from anywhere, and gravity can flip with the push of a button.

[previewyoutube][/previewyoutube]

As a special collaboration players who play Flippin Misfits will receive an exclusive Dead by Daylight universal Charm, redeemable in Dead by Daylight. Learn how to claim your Charm here: https://deadbydaylight.com/news/flippin-misfits-reward



The game is running a FREE weekend from November 10-14th AND is on sale for a limited time! So, what are you waiting for?

Invite your friends and JOIN THE FLIPPIN PARTY NOW!

https://store.steampowered.com/app/1765520/Flippin_Misfits/

See you in space,

The Flippin Misfits team

Upcoming Matchmaking Improvements

Dead by Daylight is constantly changing, so it only makes sense for the matchmaking system to follow suit and continually evolve. We often make small tweaks behind the scenes to strike the right balance between wait times and match quality, but we’ve also been working on some bigger improvements to the matchmaking system thanks to your feedback. In this post, we’ll discuss two changes we’ll be making to the matchmaking system in the 6.4.0 update. These are:
  • Team Based Ratings: Adjusting Survivor ratings based on the team’s performance as well as your own
  • Extended Breaks: Better handling for players who are coming back from a break

We’ll dive into each in more detail later in this post, but first we want to give some context for how the matchmaking system currently works.

[h2]How Matchmaking Works[/h2]

The matchmaking system’s job is to pair you against opponents where your strategy works roughly half of the time. To do this, we give each player a hidden rating that evaluates their performance. The matchmaker then uses this rating to pair you with players of a similar rating.

In order for this to work, the matchmaking system needs a win condition to determine if your rating should increase or decrease. In our case, the win condition for Survivors is escaping the trial, while a Killer’s win condition is killing Survivors. Since the game is asymmetrical, each Survivors is treated like a separate one-on-one match for the Killer. How much rating you gain or lose also depends on the ratings of your opponent: You’ll gain more rating by beating someone who’s rated higher than you and lose more by losing to someone who’s rated lower than you.

It’s impossible for a matchmaking system to accurately assess your ability from a single match due to the sheer number of factors at play. Instead, the matchmaker works over the course of many matches to gradually settle you into a place where you are comfortable. To give an example, if you lose a match, the game doesn’t think you suddenly got worse- it expects you to lose some matches! If your rating is currently lower than it should be, you’ll end up winning more matches than you lose, and that loss will quickly be offset. Or if you’re already where you should be, you’ll win a roughly equal number of matches and hover around the same place.

To be very clear, kills and escapes on their own are not a direct indicator of skill, but rather a proxy to skill, meaning playing well will improve your odds of winning. Ultimately, the matchmaker isn’t trying to judge whether or not you are the best player in the world, but rather find a place where your strategy works about half the time, regardless of how skillful it is.

[h2]Team Based Ratings [/h2]

One challenge unique to asymmetrical games like Dead by Daylight is how we handle teams. Most games can check which team won a match and adjust their ratings accordingly. But this isn’t possible in an asymmetrical game like ours since Killers are playing solo. To get around this, we treat each Survivor as a separate one-on-one match. This way, the Killer can gain rating by killing three Survivors without the Survivor that escaped losing any rating.

While this works for an “everyone for themselves” mindset, team-oriented Survivors would often find it punishing to die heroically to save their team as this would be treated like a loss. This was the most common feedback we’ve received since the introduction of this matchmaking system, and we’re pleased to say that we have a solution incoming.

Starting with 6.4.0, Survivors ratings will be based both on individual & team performance. Whether you gain or lose rating will still be determined by whether or not you escape, but how much your rating is adjusted will be affected by how many Survivors escape the trial.

For each teammate that escapes:
  • You gain more rating if you escape
  • You lose less rating if you die

For each teammate that dies:
  • You gain less rating if you escape
  • You lose more rating if you die

For example, if you die but every other Survivor escapes, your rating will hardly drop at all. In other words, keep your team alive for best results! With this change, we aim to put a bit more emphasis on teamplay without removing the lone wolf playstyle.

[h2]Extended Breaks[/h2]

Whether something important came up in your life or another game caught your attention for a while, we all take breaks from time to time. At the moment, coming back from an extended break can be a little rough as you’re trying to shake off the rust while playing against the same opponents. It can take a while for your rating to slowly drops to a place where you’re more comfortable. To make returns as smooth as possible, we’ll be improving the way the matchmaking system handles players who haven’t played in a while.

The matchmaking system has a confidence level. When you first play the game, the matchmaking system knows nothing about you, so it cannot confidently determine where you should be. As you play, your rating will shift far more than usual while it tries to figure out roughly where you belong. Over time, it learns more about you and its confidence increases, causing your rating to change less after each match.

Simply put, after long break, the matchmaking system will lower this confidence level until you’ve played a certain number of matches. This way if you’re feeling rusty, your rating will drop much quicker than before, letting you face easier opponents much sooner. Meanwhile if you play as well as when you left- say if for example you’ve been playing similar games while you were away- you’ll stay more or less around the same place.

Like Team Based Ratings, this feature will go live with the 6.4.0 update. We hope this makes the experience much smoother for returning players.

[hr][/hr]
As always, matchmaking is an ongoing process. We’ll keep an eye on things behind the scenes to make sure that everything is working as intended, and we’ll continue to make small adjustments as needed. Most importantly, please keep the feedback coming!

Until next time…

The Dead by Daylight team

Dead By Daylight killer The Knight revealed with new survivor and map

The new Dead by Daylight killer update Forged in Fog has been revealed, and it will add a new killer, survivor, and map to the asymmetrical multiplayer game from Behaviour Interactive. The Dead by Daylight update release date has also been confirmed, and it's incredibly soon.


Read the rest of the story...


RELATED LINKS:

Dead by Daylight killers tier list: all 29 deadly characters ranked

Dead by Daylight kill rates show strength of a Resident Evil killer

Dead by Daylight killers divided as BHVR cuts horror game DC penalty

6.4.0 | PTB


[h2]Release Schedule[/h2]
PTB goes live: 11AM ET

[h2]Important[/h2]
Progress & save data information has been copied from the Live game to our PTB servers on Oct 25. 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]Features[/h2]
[h3]New Killer - The Knight[/h3]
New Perk - Nowhere to Hide
  • Whenever you damage a generator, reveal the aura of all survivors standing within 24 meters of your position for 3/4/5 seconds
New Perk - Hex: Face the Darkness
  • When this Hex is inactive and you injure a Survivor, a Dull Totem becomes lit and hexes that Survivor. When the Hex is active, all other Survivors outside of your Terror Radius will have a chance to scream intermittently, revealing their positions and auras for 2 seconds. Other Survivors also see the aura of the cursed Survivor for 12/10/8 seconds. When the cursed Survivor is downed or returned to full health, the Hex is lifted, and the Hex Totem becomes unlit. Cleansing the Hex totem deactivates Hex: Face the Darkness permanently
New Perk - Hubris
  • Whenever you are stunned by a Survivor, that Survivor suffers from the Exposed status effect for 10/15/20 seconds. Hubris has a cooldown of 20 seconds

[h3]New Survivor - Vittorio Toscano[/h3]
New Perk - Potential Energy
  • After working on a generator for 12/10/8 uninterrupted seconds, press the Active Ability Button 2 to activate this perk. When this perk is active, repairing the generator will charge this perk instead of making the generator progress. For each 1.5% of generator repair, the perk will gain one token, up to 20 tokens. While this perk has at least one token and you are working on a generator, you can press the Active Ability Button 2 to consume all the tokens and instantly make the generator progress by 1% for each token. This perk then deactivates. If you lose a health state while this perk has at least 1 tokens, the perk will lose all tokens and deactivate. Missing a skill check will also result in some charges lost
New Perk - Fogwise
  • Hitting a great Skill Check while repairing a generator reveals the aura of the Killer to you for 4/5/6 seconds
New Perk - Quick Gambit
  • When you are chased within 24 meters of any generator, any other Survivor working on that generator receives a 6/7/8% speed boost to the repair action

[h3]Flashlight update[/h3]
  • Finishing a flashlight blind of a Killer who is picking up a Survivor will succeed in rescuing the Survivor if it completes during the last 0.25 seconds of the pickup animation
  • Killers are now immune to blindness while grabbing a Survivor out of a locker

[h3]Bots in Custom Matches[/h3]
  • The host of a Custom Match can add Survivor bots to the game

[h2]Content[/h2]
  • New map - The Shattered Square
  • Updated Basement
    • Wider stairs to address body-blocking issues
  • Updated visuals for Pallets and Breakable doors

[h2]Bug Fixes[/h2]
  • Fixed an issue that caused wrong prestige levels to be displayed in the end game tally screen
  • Tentatively fixed an issue that sometimes meant a Survivor in a dying state couldn't be healed whilst on stairs or slopes
  • Fixed an issue that caused letter casing in chat on WinGDK
  • Fixed an issue that caused female Survivors to not make any sounds while falling
  • Fixed an issue that allowed Killers to be able to body block the stairs to the basement in the Racoon City Police Station Map
  • Fixed an issue that caused Survivors Infected with the T-Virus to not play their opening Exit Gate animation
  • Fixed an issue that caused the Killer to not be stunned when the flashlight blind occurs at the end of the pickup animation
  • Fixed an issue that caused Survivor faces to be distorted when interacting or using emotes
  • Fixed an issue that caused The Cenobite's camera to appear lower than usual
  • Fixed an issue that caused the Survivors to not play the exit hatch animation from the Killer POV
  • Fixed a possible crash when clicking on the Current Tome button in the Archives
  • Fixed layout in the Settings menu where the match details tab could appear partially offscreen in a few languages
  • Fixed an issue that caused Pink Glyphs to fail to spawn in Trials when the Glyph Prowler challenge is selected
  • Fixed an issue that caused the timer of the perk "Inner Healing" to fail to update when grabbed by a Killer
  • Fixed an issue that caused Empathic Connection to remain active in the Trial after the Survivor with the perk has died
  • Fixed an issue that caused The Demogorgon's Brass Case Lighter add-on to have a different duration from the add-on description
  • Fixed an issue that caused Generators not to regress when being repaired by Survivors when the Eruption perk is triggered
  • Fixed an issue that caused the progression bar to not light up when achieving Bronze in Unbroken
  • Fixed an issue that caused the Lethal Pursuer perk's additional time not to apply to the Aura reveal at the beginning of a Trial
  • Fixed an issue that caused the Lethal Pursuer perk to fail to increase the aura duration of the "Hex: Retribution" and "Object of Obsessions" perks
  • Fixed an issue that caused The Twins to sometimes be unable to move after switching between Charlotte or Victor
  • Fixed an issue that caused the Spirit's add-on 'Mother-Daughter Ring' to modify movement speed by the wrong amount

[h2]Known Issues[/h2]
  • Sometimes the Knight's Guards will path around window or pallet vaults instead of going through them during a hunt
  • A Survivor in a locker that gets hit by a Guard will keep the Blindness status effect indefinitely
  • The Knight's Guards do not always correctly follow elevation changes
  • The Knight does not require line of sight on game objects to perform his Order action; will be fixed on later version
  • The Knight cannot be stunned by pallets or lockers while he is in Guard Summon mode
  • Survivors making a Loud Noise inside the Detection radius of a Guard does not get detected
  • VFX on Survivor when picking up a Guard's flag is missing, should last for the duration of the bonus effect
  • Active flag VFX becomes visible if a Survivor is hit by a Guard before the flag becomes active
  • The flags for the Knight's Guards dissolve inconsistently when a Guard despawns
  • The VFX for the Blight's Mori are missing
  • The loud noise notification from the No Way Out Perk is misaligned with the Exit Gate Switch Panel
  • The VFX for the Potential Energy perk, can be misaligned depending on the orientation of the Survivor when triggered
  • Survivors who are hunted by The Knight's Guards will sometimes noticed the flag will not despawn, even if the Guard disappears
  • The Give Order VFX is not visible on breakable objects until the Knight uses his power once
  • Vittorio and the Knight Tier I perks are Common rarity
  • The Survivor Tutorial cannot be completed
  • Activating a Guard order on a Generator can sometimes injure a Survivor repairing the Generator. Survivors should only be forced off it

Developer Update | October 2022

The final Developer Update of the year is here. In this series of posts, we discuss the biggest upcoming changes and provide updates on ongoing processes. This time, we’ll cover the various features and improvements coming with next month’s 6.4.0 Update.



[h2]Bots in Custom Matches[/h2]
Kicking things off, we have a much-anticipated feature that was first announced during our Anniversary Broadcast earlier this year. Whether you’re looking for a place to practice a new Killer before hopping into live games, or you just have an irrational hatred for bots that needs to be satiated, we’re happy to announce that bots will now be available in custom games.

Starting in 6.4.0, the host of a custom game can click the ‘+’ icon to add a random Survivor bot to the lobby. Don’t like the way that bot looked at you? The host can click their name and remove the bot at their discretion. You can face off against an entire lobby of robot Survivors, fill empty slots when playing with friends, or ignore them entirely and play with a partial lobby of human friends like before (but our future Robot Overlords will remember this).



While the first version of the feature focuses on Survivor bots, we plan to include Killer bots in a future update so you can practice against each Killer as well. This will take some time, however, since the AI needs to be trained to use each Killer’s power first.

Additionally, we have a few other improvements in store for this feature in the future, including the ability to select which characters you want by your side and their loadouts (though not all perks, items, and add-ons will be available to bots). If there’s something else that you really want to see, as always, let us know!



[h2]Visual Improvements [/h2]
Continuing our ongoing efforts to improve the graphics of Dead by Daylight, we have updated the visuals for breakable objects (pallets & breakable walls). Rather than making you read all about them, we figured we would show you. Take a look!



That’s not all the visual improvements we have in store. Check out the new basement! (Please excuse the mess, we weren’t expecting company.)





[h2]Flashlight Adjustments[/h2]

We recently updated flashlights to prevent them from being triggered too frequently to address concerns of epilepsy. While we were working on this change, we took the opportunity to revisit flashlights and plan some additional updates for them. In the 6.4.0 update, flashlights will receive two changes:

[h3]1: Locker Blind Immunity[/h3]

Some lockers are positioned in such a way that a clever Survivor can blind the Killer as they are grabbing another Survivor out of it. While cool in theory, there’s not a whole lot the Killer can do to counter this: Even if they do chase away the other Survivor waiting with a flashlight, the Survivor in the locker can take advantage of the distraction to make a break for it.

To prevent situations like this, Killers will receive blind immunity while grabbing a Survivor from a locker.

[h3]2: Flashlight Save Buffer[/h3]

A flashlight save can be a game changer, but they’re a little tricky to pull off. On top of getting into position for a save, the timing on flashlight saves is incredibly precise. You need to blind the Killer right as the pickup animation ends but before they can turn away. While experienced Survivors have mastered this timing, pulling off a save can feel off limits for a newer player.

To address this, we are adding a short (0.25 second) buffer to the end of a Killer’s pickup animation. If they are blinded during this window, they will be stunned and drop the Survivor as soon as the animation finishes.



[h2]Matchmaking Improvements[/h2]

Dead by Daylight is always changing, so it only makes sense for the matchmaking system to change with it. We are always keeping an eye on matchmaking and making small tweaks behind the scenes to strike a nice balance between wait times and match quality. In addition to this, we have some larger much-requested improvements on the way. Matchmaking is a very complex subject, so we’ll have a dedicated post going into detail on how exactly these new features work next week, but in the meantime, here’s what you can expect:

[h3]Team Based Ratings[/h3]

With escapes being the win condition for Survivors, dying heroically to save your team can feel a little anti-climactic. We’re introducing Team Based Ratings to remedy this. Your rating will adjust based on not only your own performance, but the team’s performance as well. Sacrificing yourself to save the team won’t be nearly as punishing.

[h3]Extended Breaks[/h3]

If you’re just coming back from an extended break, contending with rust on top of facing the same caliber of players as when you left can make things rough. To make returning from a break easier, your matchmaking rating will adjust quicker after your first few matches back. This will help you settle into a place where you’re more comfortable much quicker than before.

Both changes will be a part of the 6.4.0 Update, coming next month. Keep an eye out for a matchmaking blogpost for more details!



[h2]An Update on Cheating[/h2]

We recently shared a roadmap detailing our plans to combat cheating. In the weeks since, we’ve fixed a number of vulnerabilities to lessen the impact of cheats. Here’s a list of just some of the exploits we’ve prevented recently:
  • Prevented cheaters from hooking themselves
  • Prevented generators from being instantly powered
  • Prevented cheaters from starting a match with 2 Killers
  • Prevented cheaters from stacking duplicate Perks & Add-ons
  • Prevented extended flashlight blind durations
  • Prevented cheaters from instantly regressing generators
  • Reduced maximum length of matches to prevent extraordinarily long matches
  • Added countermeasures to force the match to end after the End Game Collapse
  • Added countermeasures to prevent player sniping
  • Fixed an issue that could allow cheaters to crash the game

We are now able to confirm that these fixes were effective and have limited the abilities of cheaters for the time being. We have already identified additional vulnerabilities and will roll out fixes over the coming weeks, but we can’t give details on these just yet to avoid giving cheat makers a heads up. We’ll share more on what we’ve been working on in our next update on cheating.

[h2]Temporary Bans [/h2]

Last but not least, we’d like to notify you about an update to our temporary ban policy. Temporary bans are used for minor infractions such as griefing, harassment, and unsportsmanlike conduct. These are separate from matchmaking bans acquired from disconnecting from a match.

To better discourage toxic behaviour, we are increasing the duration of our temporary bans across the board:
  • First strike: 48 hours (was 24 hours)
  • Second strike: 1 week (was 48 hours)
  • Third strike: 1 month (was 1 week)
  • Fourth strike: Permanent (unchanged)

Particularly bad or repeated behaviour may result in more than one strike if our support team deems it necessary. A list of bannable offenses can be found here: https://support.deadbydaylight.com/hc/en-us/articles/4408581146516-What-actions-will-result-in-a-temporary-ban-

We want to make it very clear: Toxicity has no place in our game. We hope these increased durations will both discourage players from spreading toxicity in the first place, as well as give them more time to reflect on their behaviour afterwards. As a reminder, cheating will result in an immediate permanent ban.

[hr][/hr]
And with that, we’ve reached the end of the final Developer Update of 2022- but don’t worry, we’ll keep in touch until these posts return. All of the changes mentioned here will be available in the 6.4.0 Public Test Build starting next week. If you get a chance to give them a try, please let us know what you think!

Until next time…

The Dead by Daylight team