MID-CHAPTER DEVELOPER UPDATE PART 2 - DISCUSSION
KILLER UPDATES
THE DEATHSLINGER
We’ve kept an eye on The Deathslinger since his release last year, and we have a few small changes aimed at (haha, get it?) his power.
Currently, there is almost no delay between aiming down sights and being able to fire your weapon. Likewise, there is almost no delay between cancelling your shot and going for a basic attack. This creates lose-lose situations for the Survivor where there is nothing they can realistically do to avoid getting hit. For example, if they vault a window, you can easily aim down sights and fire without giving them a chance to dodge your shot. But if they decide to not vault the window, you can easily cancel your shot and hit them with a basic attack instead. Additionally, since there’s almost no delay, the Survivor must constantly dodge and run erratically just in case the Killer decides to shoot.
With that in mind, we’ve made the following changes:
- You can no longer shoot until you have fully aimed down sights
- Increased the delay after cancelling your shot before you can start a Basic Attack
- Decreased movement speed penalty while aiming down sights
Since The Deathslinger would spend more time aiming down his sights than before if you quickly aimed and fired, we felt it was only fair to increase his movement speed while aiming down sights to compensate. This will cause you to lose less ground while aiming and keep up with the Survivor a little longer.
Last, but not least, we’ve increased The Deathslinger’s terror radius to 32m. The Deathslinger is the only ranged Killer that does not have a "lullaby", which meant terror radius reducing perks like Monitor & Abuse could allow you to get close enough to surprise and hit a Survivor without them getting any warning whatsoever.
Like usual, we have also gone through a few of The Deathslinger’s add-ons and given some small buffs to the least used/powerful ones.
THE PLAGUE
The Plague has been in the game for a while now and hasn’t seen a whole lot of change, but that ends today: We’re making a series of quality-of-life changes that should make her more effective and more fun to play.
First, we looked at infected objects. Previously, interacting with something would cause your infection to increase faster. We’re adding an additional penalty to interacting with something that is currently infected, meaning your infection will increase even faster than before. Additionally, we’ve increased the base infection duration on objects (like generators) from 35 seconds to 40 seconds. These changes will make infecting objects feel much more impactful.
Next, we turned to her Vile Purge. The Plague takes a massive hit to her movement speed whenever she is on cooldown (after purging or cancelling her purge). We’ve increased her movement speed from 2.3m/s while on cooldown to 3.6m/s. This will cause her to lose far less ground when she does so.
One of the things that felt really bad for the Killer was when you let get of your power button a little too soon, causing your power to be cancelled entirely. Now, tapping the button or letting go before the minimum threshold will cause your power to continue charging until the minimum amount has been reached. (Basically, it now works like the Huntress’ hatchet.)
Finally, we’ve increased the time it takes to cleanse at a fountain from 6 seconds to 8 seconds.
Like the other Killers that are changing in this update, we’ve revisited The Plague’s add-ons as well and did a complete pass on some of the less powerful or rarely used ones.
SURVIVOR ITEM ADD-ONS UPDATE
Surprise! We also updated the description of item add-ons in this update as well. Like we’ve done for Killers, each Survivor item add-on will now list their effects with numbers rather than descriptive terms like moderately, considerably, and so on. Additionally, add-ons the grant a Status Effect will also have a brief description of what that Status Effect does.
PERK UPDATES
Oh, did you think the list last week was all of them?
Windows of Opportunity
Much like Zanshin Tactics, we’re removing the cooldown from this perk entirely. We’re also increasing the range to 24/28/32m as well. Go away, cooldown, we don’t want you here!
Repressed Alliance
Repressed Alliance has the potential to save a good chunk of progress when timed well, but due to the high requirements for the perk to activate, it can often not be ready by the time you need it. With that said, we’ve reduced the time required to activate the perk to 55/50/45 seconds.
Built to Last
This perk shipped with fairly safe numbers to make sure it couldn’t get out of hand, but that ended up making it a pretty unpopular choice. We’ve reworked it to be far more effective at what it’s meant to do.
Hiding in a locker for 14/13/12 seconds with a depleted item in your hand will cause it to refill 99% of its charges. Each use of Built to Last reduced the number of charges refilled by 33%.
Any Means Necessary
Previously, we reduced the cooldown of Any Means Necessary and saw more people start to use it. It’s still not quite where we’d like it to be, so we’ve added an aura reading effect on all dropped pallets. This way, as soon as it’s ready, you’ll know exactly where you can use it!
No Mither
No Mither allows you to trade a health state for other bonuses, but these bonuses aren’t strong enough to warrant using the perk. We’ve increased the Grunts of Pain reduction to 25/50/75%. Additionally, we added a 15/20/25% increase recovery speed while in the dying state.
Side note: Yes, we know a lot of you use this perk as sort of a “hard mode”. We’re not looking to completely get rid of that, as silly as it may be.
Mindbreaker/Fearmonger
This is a simple one: Survivors who are working on a generator will now suffer from Blindness in addition to Exhaustion. This’ll cause the perk to not only prevent the use of Exhaustion perks, but also any aura reading that the Survivor may have.
THE HATCH & KEYS
The hatch, and keys by extension, have long been very contentious topics, leading to some heated debates. We have some changes incoming to make them a little fairer.
First, the hatch will no longer spawn if there’s more than one Survivors in the trial. This means you’ll never have to worry about the last three Survivors vanishing when there’s still one generator left.
Additionally, the hatch will now take a few seconds to open with a key once it is closed. Progress does not reset when the Survivor cancels the interaction. This eliminates the problem where a Survivor can simply sprint straight at the hatch and instantly open it and escape.
With that said, these changes will make the “Where Did They Go!?” achievement impossible to obtain, so it will be changed to ‘Escape through the Hatch using a Key.”
BOON TOTEMS
As promised in the Anniversary Live Broadcast, we are introducing some new gameplay around Totems, these will add an extra objective around the map and much like Killers Hex Totems, are tied to Survivor Perks.
Survivors will be able to bless a totem to change it into a Boon Totem and these blessings are designed to offer comfort to the Survivor Team, a small safe haven. However, unlike a Hex Totem, the Killer can also quickly interact with the created Boon Totem to completely remove the associated blessing, once again turning it into a dull totem, they will also be able to hear the Boon Totem when in its range.
Each Survivor can only have one Boon Totem active at a time. This Boon Totem will combine the effects of all of their equipped Boon perks.
This will add some more strategic decisions for survivors to make when it comes to their interactions with Totems.
With that, we’ve come to the end of the Developer Update (for real this time!) All of the changes mentioned in this two-part post (and more!) will be available for testing in next week’s Player Test Build! We look forward to hearing what you think, and until next time…
The Dead by Daylight team







Comments
First of all, keys won't be missed.
Second of all, a little bit concerned about the new built to last, given just how strong medkits already are. But at the same time, it might make for some interesting builds.
Thanks
@GingerBeard
@Toxicboii
@JasonIsADove
@OneCagedHeart
I already assumed it would work like that but i wasn't sure ❤👹
Oh okay, interesting...
If the killer closes it, a survivor with a key could re-open it.
Np! <3
Yes but if a killer closes it you can open it with a key.
I don't understand how they can nerf Keys any harder than they did just now. Keys can no longer be used for multi-person escapes now.
:)
As a surviver player i like the key/hatch nerf. Hopefully this will mean that you will no longer have a teammate who stops working on gens because they have found hatch.
These changes are awesome! I like all of them! A little disappointed that Dead Hard didn't get neutered but oh well, keys were definitely one of my problems with gameplay and they're now far more balanced. Hoping for Dead Hard to get some "treatment" down the line! 😏
I am not happy with the slap to the face of my new found favorite slinger. I understand the nerf to zoning ability but why the rest? He has -20 map pressure so he relies on fast chases....Not to sure on how this will effect him....Yes i am.
Love the Plague changes though real excited about this. I have been using her more frequent of late so great timing.
Built to last - No way this stays this way.....Going to be way to OP. Flashlights, Med-kits, Toolboxes reloading twice after using (99% then 66+33% = another 99). Yikes.
Where the Fire-up Buff at? or MS? geez guys.
The amount of time you'd have to spend in a locker for all those things to be replenished though, it's not that great.
From what I've came up with what I've read is that it's going to be a complete rework for Hatch/Keys/Mori all wrapped up into one.
Well.. am I the only one concerned about possible game hostage scenarios with 2 survs left?
i mean, I am all for the hatch and key changes but what are you expecting to happen when there is 2 survs with multiple gens to go left?
everything else: love to see so many perk changes. built to Last will probably see a nerf in the live release but otherwise I hope these kind of changes (killer updates without full reworks and perk changes) will be more common in future midchapters. I don’t know if Plague changes are enough or if a proper rework would be better..
Ohh, thank you
I like everything about this update except Slinger TR nerf. Most TR reducing perks makes him a 'stealth' ranged killer for 2m of leeway, buffing him to a 32m TR Killer while leaving him as 4.4m/s is terrible. I hope he gets something to compensate the large difference like going to 4.6m/s or increasing his speargun range.
Plague changes are amazing, can never complain when she gets good buffs.
Key changes: f-ing hype, thank god!
Boon Totems: Exciting, glad that I was correct about some things (Killer detection, 1 Boon Totem per Survivor, etc.), hope they're strong but not meta so Killer's aren't more split for pressure. I really like that the Killer can turn Boons into Dulls, makes Hexes like NOED and Plaything still viable (and hopefully some other perks like Third Seal get a similar treatment).
Perk Updates: All great, Built To Last is amazing now and No Mither may once be useful in some situations (combo with Unbreakable, Flip-Flop and Power Struggle?). Hope there's a few more like Monstrous Shrine but at this point this update is already near-perfect.
Addons Update: Maybe more changes for Survivor addons too? BNP is the main offender, everything else is either good or could use minor tweaks.
Imagine buffing an A tier killer and nerfing a B tier.
Love the key nerf. Don't really care one way or the other about Deathslinger Plague and Spirit but the Trapper buff is great!
Now if you could please do something about 90% of survivors being carried entirely by dead harding for distance I'd be ecstatic!
I complain that deadslinger nerf is a surv bias as they do with all ranged killers.Put them all TR range 32m and thats enought.
I really don't know how to feel about that Built To Last buff. I use Built to Last frequently as a survivor, it really came in clutch in some situations where I had to quickly finish a gen or heal myself with an almost depleted med-kit. I saw nothing wrong with that perk, but those buffs scare me as a killer. Built To Last on a purple toolbox with extra charges will be a pain to play against. Gens will pop in the first 4 minutes of the game, how is a killer even supposed to keep gen pressure against that? Or purple med-kits with extra charges, good luck playing against 12 speedy heals on 4 survivors.
Items the survivors bring will now last for the entirety of the trial with Built To Last. I do not agree of that change, everything else seems pretty good, imo. I don't play DeathSlinger so cannot comment on that.
I am really excited about these changes! I can't wait to play the PTB they all seem like really good ideas... my only let-down is that switch cross progression is still forgotten about; was hoping for an update in here :(
If you expect the devs to actually address meta perks for either side in any capacity past about a month of them being released. I gotta question how long you’ve been playing.
Me too I guess is time to play VHS survs enjoy ur AI killers.
Now you can use ur medkits even more awesome! 7 heals in a medkit.
It's not long and most maps have lockers right next to gens. The time the item saves (Flashlight saves, heals, progress on gens with TB) outweighs sitting in a locker for for few more seconds after countering BBQ.
Said it in other threads, but:
Please just alter M&A to not drop TRs to lower than 20.
The aiming delay is fine for Slinger, but in combo with the other changes this won't work. Talking from experience you sometimes have to be able to hit quickly after cancelling a shot. And in order to even aim and shoot successfully you need to get close enough to survivors, which with an increased TR (addons or not) will be tricky if not impossible on some maps.
The people who gave slinger a bad name ALREADY use him mainly as M1 killer, so these changes won't affect them, but the people who tried to play him genuinely.
I really want to see something about the Moris in the core of the game and the keys, I want to see how they include it as a mechanic in the game. And ... an early game is super necessary, I doubt that ... there is any surprise about this, it is what I want to see the most.
Did you missed the part of progress doesnt lose? What gonna happen is: Survivor try to open it,you M1 and the surv finish to open it and escape GGEZ
Break down of Plague:
Okay, so point 1 and point 4 are straight buffs. 40 seconds instead of 35 seconds of pollution is an EXTREMELY minor buff that will probably never affect anyone at any time, but hey, it's a buff I GUESS. Two more seconds to cleanse is also a buff in the smallest way possible. Totem cleansing takes 14 seconds and doesn't heal the survivor, but like the first point: I guess we should be happy for ANY buff, no matter how trivial.
The vomit cooldown speed is a sort of buff, as it doesn't affect the first two stages of using her power, only the third, final stage. So, it doesn't make it any easier to USE her power, just slightly less punishing for missing. Which, you know, wouldn't be an issue if they just changed hit validation to be a flamethrower instead of an invisible semi-automatic.
It's nice that they notice playing Plague is difficult and her base power is not terrifically rewarding, but they completely miss the parts where her power just doesn't WORK more often than not, and survivors have control over if/when/where she gets access to her second, more powerful power.
Teeny tiny half-measures and imperceptible tweaks. Not impressed.
First of all, we don't know that. We don't know how long it takes to open the hatch.
Secondly, you're still leaving out the fact that only one survivor can leave through the hatch now. So, you've already either won, as the rest of the survivors are dead, or you've already lost and the other three left through the exit gate.
I like the changes, but as a Plague main I have to tell that she was pretty strong already. I'm happy about it but I don't think she needed it.
Overall, Part 2 of the Developer Update is great.
I just want to nitpick a bit:
No Mither-->Just give it 100% Noise Reduction already. You cannot really chase with No Mither, at least you would not have to use two Perk Slots to be 100% silent, because you would not need Iron Will with 100% Noise Reduction. Would gladly trade the increased recovery Speed for that, you have that big "Dont slug me pls"-Sign anyway.
Deathslinger-->I would have given him a Lullaby instead of a TR-increase. Increasing his Terror Radius is fine, I did not understand why he is the stealthiest guy around anyway, considering that both Huntress and Trickster got a Lullaby. So I would have kept the 24m TR to just keep it consistent with his movement Speed, but would add some Lullaby (maybe a whistle?). But again, this is just nitpicking.
As I said in Part 1: people shouldn't give praise before we have the full picture, this patch was bound to have some questionable nerfs.
The Deathslinger change is just terrible. As a 4.4m/s killer, he does not have the map pressure to make up for sucking in chases, which we he will with these changes.
For someone like me that has an eyesight disability, you have no idea how much of a god sent that Windows of opportunity buff is!!! God damn!
Oh no, the survivor might opent the hatch in your face, how horrible, who cares bro.
I wish they would actually post more details on the boon totems and the bonuses they give.
Is Window of Opportunity full meta now? That is a huge buff to a perk that was already extremely helpful.
Hate the TR nerf to Deathslinger, he is slow as all get out and using Monitor and Abuse to get up close was a great strategy. As someone on console flicking shots was never an option.
im not sure if im a fan of the slinger changes, though I do understand how before it really didn't make it fun for survivors. I really do think that making his terror radius 32m is not really necessary because his basic movement speed already is slower at 110% movement speed so it will take longer for him to get to the survivors and they will hear him sooner granting them a head start. I will certainly miss quick scoping survivors like CoD. I also dont think boon totems are a good idea because it will add another objective to deal with with killers already having to stressfully deal with with everything else. it probably wont be that bad if they boon perks are not that powerful, but seeing how there are powerful hex perks like devour and ruin, they will probably make meta boon perks that will be annoying to deal with like ruin. im really happy about the keys and hatch changes though. I've been waiting for those forever and Im happy they finally made good changes to them.
New DBD Tweet with addon leaks.
How did Vanity Mirror change? It looks the same to me.
those Pig addons though... ######### YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHH
No offence dude, but you clearly aren't enjoying this game as all you do is complain about it on here, have you actually considered just not playing it? Because it legitimately seems like you aren't having fun with it.
Yeah I should but I like this game you know and looking how surv mom feeding is ruining the game infuriates me.
vanity mirror doesn't have the speed penatly like the current one does and it also boosts brutality bps
Deathslinger was a very odd choice for a nerf. There were many more pressing matters with much more opressive and generally unfun killers that should have come first. Hes a rarity as well, not a very large amount of the community play him frequently. Feels strange that they'd prioritize him before killers like blight, twins, nurse, etc.
Wow. So the half of me that plays survivor hopes I don't see that Pig add-on.......The Pig in me loves it.
The best part is that its Video Tape, which is an Uncommon addon right now... I have at least 20 >:D
So make it useless on Myers.
yes.
Deathslinger is getting a larger terror radius because he doesn't have a lullaby. Would you all be happer if he got a lullaby instead? With a TR alone you can still sneak up on survivors with stealth perks.
What happens with NOED and Ruin Undying if survivors take all totems?
No. Also, being BHVR such a thing would constantly break or have bugs.