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Developer Update | April 2021
@Peanits said:
https://us.v-cdn.net/6030815/uploads/ZO0S4PF93JB9/announcement.png
We’re back with another Developer Update, a series of posts going over the biggest changes coming to Dead by Daylight. This time around, we’ll cover a long list of Killer, perk, and quality of life updates that’ll appear in the upcoming Player Test Build (PTB).
Killer Updates
The Nightmare
For some time, The Nightmare has stood out from the crowd with a particularly high kill rate, averaging roughly 3 kills per match. With that in mind, we’ve made some slight tweaks to bring him closer in line with the rest of the roster.
We’ve decreased his movement speed while placing a snare to 4.0m/s (previously no speed change) and reduced the maximum number of placed snares from 8 to 5. Likewise, the maximum number of dream pallets has been reduced from 10 to 7.
A handful of add-ons have also received changes. Add-ons which previously reduced action speeds now make various actions louder (repairing generators, grunts of pain, and footsteps). Black Box also has a brand-new effect: When an exit gate is opened, it is blocked for sleeping Survivors for the next 10 seconds.
Alarm clocks have also received some tweaks to make their effects clearer and more rewarding. Using an alarm clock will now make you fully immune to sleep— including sleep caused by a Killer hit — for 30 seconds. This effect is now shown on the HUD by turning your sleep timer yellow and having it tick down.
With these changes, we hope to promote more strategic use of his Dream Traps rather than placing them constantly during a chase, as well as encouraging Survivors to seek out and use alarm clocks. We’ll monitor his performance closely and adjust where necessary going forward.
The Demogorgon
Our focus for The Demogorgon is to give it more mobility with its portals. We’ve made the following changes to base portals:
- Increased speed while in a portal
- Reduced cooldown after exiting a portal
- Increased Undetectable length after exiting a portal
On top of these changes, we have done a complete pass on The Demogorgon’s add-ons to make some of the lesser used ones more appealing. Here's a sneak peek at a couple of them:
https://us.v-cdn.net/6030815/uploads/RQWF58IGC8D7/demogorgonaddon1.png
https://us.v-cdn.net/6030815/uploads/8110FTZU5IPH/demogorgonaddon2.png
The Huntress
Don’t panic: We have not changed The Huntress’ base kit. We have, however, done a pass on her add-ons to bring them up to modern standards. Yes, this included the infamous Iridescent Head.
https://us.v-cdn.net/6030815/uploads/HCEUQ8C7ECI4/huntressaddon1.png
https://us.v-cdn.net/6030815/uploads/AEXY9C0NQAL4/huntressaddon2.png
The Twins
Last but not least, we have a small set of tweaks for The Twins.
- Increased cooldown after successfully downing a Survivor with Victor from 3 to 5 seconds
- Camera control is now immediately restored when taking control of Charlotte
- Silencing Cloth: Increased Undetectable duration to 20 seconds upon taking control of Charlotte
- Iridescent Pendant: Increased Exposed duration to 30 seconds when a Survivor crushes an idle Victor
Perk Updates
Small Game
It has come to our attention that some of you really hate small piles of bones. To aid you in your totem destroying mission, we’ve made some long-requested changes to Small Game:
- Small Game now shows the number of remaining totems as tokens on the perk
- The detection range decreases by 5° for each totem cleansed
- Small Game no longer detects Killer traps
These changes improve Small Game’s ability to track and cleanse totems while also removing the antiquated part that only applies to specific Killers with traps.
Lucky Break
Lucky Break now hides scratch marks in addition to blood pools to help you lose the Killer. To compensate, the total duration of has been reduced to 70/80/90 seconds.
Soul Guard
A small change here: Soul Guard now has a cooldown of 30 seconds after activating.
Realistically, this won’t affect the vast majority of cases. This change is purely to prevent stacking healing speeds and Soul Guard from getting out of hand.
Open Handed
Take two for Open Handed: We’ve slotted this update back in for the upcoming PTB.
Open Handed now has an increased effect (8/12/16 meters), but no longer stacks with itself. This makes the perk more appealing on its own without needing to stack it with other Survivors in the match.
Zanshin Tactics
A very straightforward change: Zanshin Tactics is now permanently active and also has a larger range.
Borrowed Time
To remove some confusing intricacies with how Borrowed Time interacts with some Killers and the Oblivious status effect, we have removed the terror radius condition from the perk. To compensate, we have reduced the duration of the Endurance effect to 8/10/12 seconds.
Object of Obsession
This PTB also features the newly reworked Object of Obsession: Any time your aura is revealed to the Killer, their aura is revealed to you and gain a 2/4/6% bonus to healing, repairing, a cleansing speed. If you are the obsession, your aura is revealed to the Killer for 3 seconds every 30 seconds.
This new version has a few benefits:
- Being able to track the Killer
- Being able to deduce which aura reading perks the Killer is using when Object of Obsession activates
- Being able to attract the Killer and then sneak away before they can get there
With these changes, we hope to make Object of Obsession a more fun and interactive perk for both sides.
Miscellaneous Balance
Toolboxes
The chance to receive a skill check while using a toolbox has been increased. This change makes toolboxes feel more interactive while they’re in use and is totally not because the lead designer had a skill check challenge and got unlucky three matches in a row.
Hatches
Another small tweak: We have decreased the time the hatch remains open after a key is used from 30 seconds to 10 seconds. Like before, if the hatch closes naturally (is not kicked shut), the End Game Collapse will not start.
Please note that this is not the final change keys will be receiving. We’ll share more info on the future of keys as soon as we can.
HUD Update
For the 4.7.0 PTB, we have made some more changes to the HUD; this time focusing on the visibility of Killer powers on the Survivor portraits. In this update, we have made improvements to:
- The Doctor’s Madness effect (also made it easier to differentiate between different levels of Madness)
- The Nightmare’s Dream World effect & sleep timer
- The Plague’s Infection meter
- Stalk meters & Ghost Face’s mark
Additionally, we’ve also adjusted the Survivor portraits so they no longer obstruct the bottom of power indicators.
Struggle Update
In an ongoing effort to improve accessibility, we have changed the way struggling works starting in the PTB. Rather than needing to mash a button, Survivors in their second hook stage will now receive occasional skill checks. The success zones are fairly large as we’re not looking to make struggling more difficult/deadly at this time.
Missing one of these skill checks will remove a chunk of your struggle meter. If you do not attempt to hit two consecutive skill checks, you will be immediately sacrificed. As you receive skill checks, your struggle meter will gradually decrease at the same rate as before.
Our goal with this change is to make struggling more accessible to players with repetitive strain injuries while keeping struggling as an interactive mechanic.
Graphical Update: Coldwind Farm
https://us.v-cdn.net/6030815/uploads/EDCPLO9Z7L18/barn.png
I was going to put a funny intro here, but it was too corny.
In case you missed it, the next realm slated for a graphical update is the Coldwind Farm! Check out some concept art from the upcoming rework.
https://us.v-cdn.net/6030815/uploads/3MF8JFEUU4AA/farmhouse.png
https://us.v-cdn.net/6030815/uploads/RMTRXSIHEP58/fields.png
https://us.v-cdn.net/6030815/uploads/4OAYHGTSUB0J/silo.png
On that note, we’ve reached the end of this Developer Update. All of the changes mentioned above will be available for testing in this week’s Player Test Build, starting April 13th. We look forward to reading your feedback once you’ve had a chance to try them out!
Trickster Changes
@Peanits said:
https://us.v-cdn.net/6030815/uploads/L3FXCLUT4D7C/keyartsmoldbdlogocorner.png
Good news, everyone! We’ve prepared some changes to The Trickster in time for the 4.6.1 Bugfix Patch. Our goals with these changes are to make him feel better to play, as well as giving him a slight boost in power without feeling oppressive to play against.
Keep Up
- Increased movement speed while throwing knives from 3.68 -> 2.68m/s to 3.86 -> 3.68m/s
- Increased Main Event movement speed to 3.86m/s
- Decreased Killing Part Chords & Caged Heart Shoes effects respectively
To help The Trickster keep up during a chase, we’ve increased both his maximum and minimum movement speed while throwing knives. The speed penalty from throwing multiple knives is now significantly lower than before. This allows you to lose less ground while using your power and land more knives before losing sight of the Survivor.
Draw Faster
- Decreased wind up time (readying knives) from 0.5 seconds to 0.35 seconds
- Increased wind down grace period from 1 second to 1.25 seconds
To make his power feel more fluid, we’ve decreased the time it takes to ready his power. This will both feel better to use and give you a larger window to throw knives. As you’ll be able to keep up much better than before, the grace period before you can do a basic attack after cancelling your power has been increased slightly.
More Control
- Removed spread on thrown knives
- Greatly decreased recoil
Initially, The Trickster launched with both spread (random inaccuracy to each knife thrown) and recoil. As landing multiple hits on a sporadically moving Survivor can be a challenge on its own, we’ve removed spread and significantly decreased recoil. This will give you much more control and make your accuracy more dependent on your own skill.
Miscellaneous Changes
Finally, rounding off the list with some various but still notable changes:
- Increased the initial Laceration decay timer from 15 seconds to 20 seconds: This gives you a longer window to follow up with additional blades before the Laceration meter decreases
- Decreased post-Main Event cooldown from 10 seconds to 5 seconds
- Iridescent Photocard can now injure Survivors
All of the changes listed above are planned for the 4.6.1 Bugfix Patch. Thank you to everyone who left us constructive feedback. As we’ve done with other Killers, we’ll be monitoring The Trickster’s performance and making further updates if necessary in a later update.
NOTE: These Trickster changes will also appear on the live version of the game on all platforms in tomorrow's bugfix patch.
HOW TO ACCESS THE PTB
https://forum.deadbydaylight.com/en/discussion/26/
PATCH NOTES
https://forum.deadbydaylight.com/en/kb/articles/279-4-7-0-ptb
HOW TO REPORT BUGS
https://forum.deadbydaylight.com/en/categories/4-7-0-ptb-bug-reporting
HOW TO GIVE FEEDBACK
https://forum.deadbydaylight.com/en/categories/4-7-0-ptb-feedback


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