Midchapter dev update but I put my opinion on it so people can say words back to me

THE TRAPPER 

Starting things off with a bang (or rather, a snap), we’ve made a series of small changes to The Trapper. 

Did you know that the number of bear traps that spawn on the map is random? That’s right, each trial will spawn between 4-6 bear traps at random. Now you can take this interesting little fact and completely forget about it because that’s no longer how it works: now, 6 traps will always spawn (not including the traps you load in carrying). This takes away some of the random element in playing The Trapper and makes each match feel more consistent.

Having more traps is great and all, but wouldn’t it be nice to carry more than one without add-ons? We sure think so. The Trapper will now be able to carry—and start with—two bear traps by default. This will help you get up and running quicker without relying on add-ons. The Trapper’s bag add-ons have been adjusted or repurposed accordingly. 

Finally, on the subject of add-ons, we’ve done a pass on some of his least used add-ons and either increased their effects, removed their downsides, or gave them new effects entirely.

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*These changes are beautiful, 2 add-ons that are surprisingly good and his basekit got a big buff, the max trap count always spawning helps trapper ALOT as now he isn't praying to god that he gets what he wants. However i'll need to see Trapper Sack in gameplay to see how it works

THE SPIRIT 

The Spirit has been a strong Killer since her release, and with that in mind, we’ve made some changes that aim to increase her skill ceiling whilst also giving Survivors some counterplay. 

When close to The Spirit’s husk, Survivors will not receive any indication that The Spirit is phase walking. Originally this was intended to be a fun mind game (“Is she using her power, or is she faking it?”), though in practice, it often doesn’t feel that way. This lack of feedback forces you to make a guess and hope it pays off, which can be great when it works out in your favour, but can also feel awful when it doesn’t. 

To add more skill into The Spirit’s counterplay, we’re making two changes: 

  1. Any Survivor within 24m of The Spirit will now hear a directional phase sound. This lets you know whether or not she is phasing and also gives you a rough idea of which direction she’s coming from. 
  2. The Spirit’s footsteps will now kick up dust while she is phasing. Keen Survivors may be able to pinpoint where she is, but tall grass and other obstacles may make it difficult. 

These two changes aim to add more skill into playing as and against The Spirit and reduce the reliance on ‘coin flips’ (where you make a guess and hope it pays off). 

Additionally, we’ve done a pass on some of The Spirit’s add-ons to bring them more in line and make the lesser used add-ons more appealing. Like The Trapper, some of these changes are small tweaks while others are completely new effects.

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*The noise I made is similar to the intro to the Halo theme because these changes are on paper perfect, however because I haven't seen the execution (Or how the directional phase will work as we dunno how wide the sound is), its safe to assume that this change will be a wide directional sound to allow you to guess "where exactly is she moving from and am I safe here?", and these two add-ons could be super fun to face (Recommendation bhvr, just for the meme, make the explosion add-on have the most compressed sound ever)

KILLER ADD-ONS UPDATE 

What does moderately mean? How much more is tremendously compared to considerably? If you ever found yourself in this situation, you’re not alone. We used descriptive words like these to keep descriptions simple, but they end up causing just as much confusion since it’s not immediately clear how much they’re doing. With that in mind, we have done a pass on all Killer add-ons to list their exact effects. We plan to extend this to the rest of the game—Items, perks, etc.—in the future. 

On top of that, Killer add-ons that apply a status effect will now have a brief description of what that status effect does. 

While our designers were going through hundreds of Killer add-ons one by one to update their descriptions, they also noted down a few for changes as well. There’s far too many to list here, but we’ve changed some add-ons for the following Killers: 

  • The Hillbilly 
  • The Nurse 
  • The Shape 
  • The Hag 
  • The Oni 
  • The Blight 
  • The Wraith 
  • The Pig 
  • The Ghost Face 

These changes focus mostly on unused add-ons, or add-ons that are too weak/powerful.

*poggers, but I will say that please be careful with these, you could easily over do a nerf or buff


PERKS UPDATES 

Variety is the spice of life, and incidentally, Dead by Daylight matches too. In an ongoing effort to give you more options to choose from, we’re updating a huge list of perks. Without further ado, let’s run through some of them quickly: 

Vigil 

Nice and simple: We’re increasing the recovery rate from 10/15/20% to 20/25/30%. Additionally, Vigil will now increase the recovery rate of the Broken, Exposed, and Oblivious status effects as well (where applicable). In short, more situations where it’s useful, and even faster recovery too. 

*I could make builds with this, not a high tier perk but could be a playful perk

Babysitter/Guardian 

Another small tweak: The rescued Survivor will now receive a speed boost for 4/6/8 seconds in addition to not leaving Scratch Marks or Pools of Blood. The aura reading duration has also been doubled. 

*This perk I need to play with to see if it feels better or not as that aura reading could be bad

For the People 

For the People can create some amazing moments, but the trade-off of being Broken can make it very risky to justify using. We’re decreasing the duration of the Broken status effect from 110/100/90 seconds to 80/70/60 seconds. 

*Now this, this I like, 60 seconds of being broken at tier 3 is super useful as this can allow back to back insta-heals on people, this could be very good at antislug

Hex: Retribution 

Previously, Hex: Retribution would only make a Survivor Oblivious if they cleansed a dull totem. Now, interacting with any kind of totem will make them Oblivious. Additionally, we’ve increased the aura reading duration once a hex totem is cleansed to 15 seconds. 

*I will say this right now, I do not expect the aura reading duration to stay as this can cause ruckus with Haunted Grounds where you could squad wipe people and annihilate people if they mess up way too bad, but I will wait and see

Hex: Blood Favor 

This perk shipped with very safe conditions so it didn’t get out of control. Upon reflection, we feel comfortable with removing some of these restrictions. Hex: Blood Favor will no longer have a cooldown, and will also activate upon successful Special Attacks as well. 

*This could be very good at antisave builds, I'll play with it to see if it feels stronger or needs any more buffs

Hex: The Third Seal 

Just like the above, we’ve added Special Attacks to Hex: Third Seal as well. This should make the perk more practical on Killers that focus more on dealing damage with their power. 

*I am playing Legion with this on an indoor map like RPD and raising hell god this hex is gonna be so useful

Hex: Thrill of the Hunt 

With Boon perks making their way to the game (more on this soon!), we decided to give Thrill of the Hunt some love by extending the speed penalty from Cleansing to Blessing as well.

*Still curious if boons will allow survivors to turn hex perks into boons

Last but not least, let’s talk about a game health feature: The Item & Character Kill Switch. With over 50 playable characters and their cosmetics, nearly 200 perks and hundreds more add-ons and offerings in the game, sometimes things do break. Rarely, things will break in a way that makes them exploitable, and that can make the next week or two before a fix really rough. 

Enter the Kill Switch. (It’s actually a lot nicer than it sounds!) 

The Kill Switch allows us to disable anything that’s causing an issue without needing an update. When something breaks and becomes exploitable, we switch it off until it is fixed. This is something we’ve been able to do with maps for a while now to great effect. Disabled items & characters will be clearly marked and cannot be selected. 

What this means to you: When that one thing breaks and people start to abuse it, you won’t have to play against it for a week or two until there’s a fix.

*This could be the funniest thing ever, so now I'll be silly with this

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