Developer Update Part 2 - comments

A lot of stuff in Part 2 of this month's Developer Update (linked below)

@Peanits said:

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Welcome back! Hopefully your New Year’s resolution was to read more, because here comes part 2 of this developer update. In case you missed it, you can catch up on part 1 here: https://forum.deadbydaylight.com/en/discussion/302821

Now, without further ado, let’s get this show on the road.

 

Leatherface Masks

Before we dive into the fun stuff, we want to address a serious topic.

For those who may not know, The Cannibal can unlock the faces of the four original Survivors by sacrificing them 25 times.

Members of the community have shared their experiences with people targeting and harassing them while using some of these masks. These reports were disheartening to hear, and we absolutely condemn this behaviour. We are not comfortable having these masks in the game when they are used as a tool to spread hate. To that end, we will be removing The Cannibal’s unlockable faces in this upcoming Mid-Chapter.

Anyone who has ever played The Cannibal by the release of the Mid-Chapter update will be awarded 6,000 Iridescent Shards to compensate for their removal.

We will not tolerate hateful activity and will continue to take every step necessary to protect the community.

 

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Grade Rewards Revisited

A few months back, ranks became grades and we introduced rewards based on how far you manage to climb each month. Currently, the rewards range up to 250,000 Bloodpoints.

We’ve been tracking grade resets in the months since to see not only how far everyone manages to get in a month, but also how many matches it took to get there. The current reward for your efforts doesn’t seem very fitting, so we will be increasing the grade rewards starting with the January 13th season, with the new rewards first going out on February 13th.

We’re in the process of finalizing the exact rewards, but we’ll keep you posted once they are decided. (Rest assured, they will indeed be higher than before.)

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Add-on Updates

In our last Mid-Chapter, we made some tweaks to a bunch of different add-ons. We were thrilled to see such a positive reaction, so we’ve decided to make it a tradition. We hope to make add-on tweaks like these a more regular part of our updates in the future.

Please keep in mind that just because you don’t see a particular add-on on the list below doesn’t mean it’s not on our radar. We’ll rapid fire through the add-ons we’ll be adjusting this time:

 

The Blight

  • Adrenaline Vial: Reduced the rush turn rate penalty to 55%

The Cannibal

  • Carburetor Tuning Guide: Reduced movement speed penalty to 2% (was 4%)
  • Depth Gauge Rake: Reduced movement speed penalty to 2% (was 4%)
  • Iridescent Flesh: Lowered the maximum tantrum duration to 5 seconds (was 8)
  • Long Guide Bar: Increased time before tantrum by 2 seconds (was 1)

The Clown

  • Solvent Jug: Increased duration of Invigoration by 2 seconds (was 1)
  • Robin Feather: Decreases cooldown by 40% (was 30%)
  • Flask of Bleach: Increases Hindered effect by 4% (was 5%)
  • Redhead’s Pinkie Finger: Reduces bottle count by 2

The Pig

  • Amanda’s Letter: Reduces available RBTs by 2 (was 3)
  • Last Will: Increases time to charge Ambush attacks by 33% (was 66%)

The Twins

  • Iridescent Pendant: Increased Exposed duration to 45 seconds (was 30)
  • Baby Teeth: Increased Blindness duration to 30 seconds (was 15)
  • Madeleine's Scarf: Increases Victor’s movement speed by 0.3m/s (was 0.4m/s)
  • Toy Sword: Decreases Pounce charge time by 0.2 seconds (was 0.25)
  • Stale Biscuit: Decreases Pounce cooldown by 0.4 seconds (was 0.5)

The Nemesis

  • Iridescent Umbrella Badge: Increased duration of Exposed effect to 60 seconds (was 30)
  • Shattered S.T.A.R.S Badge: Increases zombie movement speed by 150% for 60 seconds (was 100% for 60 seconds)
  • Marvin’s Blood: Increases mutation rate by 25% (was 33%)
  • Mikhail’s Eye: Increases zombie movement speed by 35% (was 50%)

The Huntress

  • Wooden Fox: Increased Undetectable duration to 30 seconds (was 15)

The Oni

  • Iridescent Family Crest: Increased range to 24m (was 12m)

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Perk Updates

It wouldn’t be a dev update without a list of perks being changed. Here’s what’s in store for this Mid-Chapter.

Boil Over

The effects of wiggling have been increase to 50/75/100%, and the aura blocking range for nearby hooks has been increased to a nice round 16m. Additionally, Boil Over now has a new effect: If the Killer drops from a height while carrying you, you’ll instantly get a 25% wiggle progress bonus.

Distortion

With all the things that can read your auras these days, those tokens can disappear sooner than you’d like. So we’re upping the number of tokens that you start with to 4.

Remember Me

Remember Me can have a lot of potential, but the basic attack condition could make it an unpopular choice on some Killers. So it’s gone: Remember Me will now get a token whenever the Obsession loses a health state.

Wake Up

On that note, it seems only fitting to revisit Wake Up. We’ve increased the gate opening speed bonus to 15/20/25%. This should make the perk more impactful when it comes into play and offer some counterplay in the event that Remember Me catches on.

Gearhead

Simply put, the conditions for Gearhead are too strict for the payoff, so we’re giving it a small rework. Any time a Survivor loses a health state, Gearhead activates. The next time a Survivor hits a great skill check while repairing, their aura will be revealed for 6/8/10 seconds. Gearhead then deactivates. These changes will make the perk more appealing on Killers that rely more heavily on special attacks and make it activate far more often while also providing more detailed information.

Power Struggle

This one released with pretty safe values so it wouldn’t get out of hand, but we’re now comfortable with reducing the activation conditions. Power Struggle will now activate once 25/20/15% wiggle progress has been reached. This should make it a little easier to pull off with some planning.

Buckle Up

Another small tweak: The aura reading duration has been increased to 6/8/10 seconds.

Coup de Grace

This one’s a bit of a rollercoaster: It was originally toned down because it was too strong, but then that made it a little too weak. We’re bumping the lunge increase up to 70/75/80% (also shortening the gap between different tiers of the perk, woo!)

Furtive Chase

Furtive Chase has found its way into some niche builds and can be a lot of fun to experiment with. However, losing all your tokens when the Obsession is killed leaves you without a perk for the rest of the match. So, we’re getting rid of the restriction: You’ll no longer lose your tokens if the Obsession dies.

Dead Man’s Switch

The Obsession condition of this perk makes it very inconsistent to use, and also severely limits the number of times it can activate in a match. So it’s gone! Now, Dead Man’s Switch will activate whenever any Survivor is hooked.

And on that note, you’re all geared up for tomorrow’s Player Test Build (and subsequent Mid-Chapter)! Be sure to let us know how we did, we’ll be keeping an eye out for your thoughts.

The Dead by Daylight team

Just random thoughts going through it

Add-on Changes

  • Redhead’s Pinkie Finger: Reduces bottle count by 2 - Yeah, not surprised this add-on is getting nerfed, it was clearly overpowered compared to all his other add-ons. This change is similar to the change they did a while back on Huntress' Iridescent Head where it gets instant downs but she only carries 1 hatchet. Now Clown can still get the Exposed instant downs with his bottles on a hit but he only gets to carry 2 bottles base kit with it. (With Cheap Gin Bottle that goes back up to 4 total). Definitely hurts the add-on but that Exposed effect is still quite strong so it still is a net benefit probably, just not necessarily a better benefit than you'd get from other add-ons. So it's more of a playstyle preference than a really massive buff to Clown.
  • Amanda’s Letter: Reduces available RBTs by 2 (was 3) - On the flip side this is a bit of a buff to Amanda's red add-on which lets her see Auras within 16 meters while crouched. That aura effect is quite good, being balanced out by having less head traps. So it'll be interesting to see if more people start using this one.
  • Iridescent Pendant: Increased Exposed duration to 45 seconds (was 30) - Here's a buff to a red Twins add-on. Again, not a bad effect on it, although it requires survivors to actively kick Victor for it to trigger which is kind of a "fool me once shame on me" ability. (If a survivor got Exposed from this twice in a row they should have known it would happen the second time.) An extra 15 seconds of Exposed time is a nice buff here, that's quite a lot of extra time for Charlotte to try for a basic attack hit. The add-on still has a downside though in that typically you try to play Charlotte as little as possible and let Victor do most of the chases with Charlotte mainly supporting him by carrying people and occasional chases while he's out of action. So I'm not sure if Twins players will use this or not even with this buff. But I guess if they do at least they have a better chance of benefiting from it. 🤷‍♂️
  • Shattered S.T.A.R.S Badge: Increases zombie movement speed by 150% for 60 seconds (was 100% for 60 seconds) - Yay! The zombies are actually the part of Nemesis' kit that are really unique to me so anything that buffs the zombies is great in my book. 😄
  • Iridescent Umbrella Badge: Increased duration of Exposed effect to 60 seconds (was 30) - This is kind of like a hedge against survivors using the vaccines. 60 seconds is a much longer time to try and capitalize on it, so maybe it'll pay off more? Probably still kind of a niche add-on but I could see it getting tried out at least.
  • Iridescent Family Crest: Increased range to 24m (was 12m) - Definitely a significant range boost on this. Still not quite as large a range as Infectious Fright but definitely way more likely to get a ping. Even so, missing a smash attack is kind of punishing on Oni since it eats up valuable time on the clock while he's powered up, even with the increased range it still doesn't sound like something you'd intentionally try and do all that often unless you're just totally unsure where people are hiding.

Perk updates

  • Remember Me - It's nice that they removed the basic attack condition and replaced it with just losing a health state by any means. Honestly most perks that trigger only on basic attacks could probably safely be changed to work on losing health conditions instead and not be overpowered. That said since Remember Me delays the game 16 seconds while No Way Out delays it 60 seconds it still seems like No Way Out is just objectively better if you're picking between them.
  • Gearhead - Trigger on a health state loss is a nice improvement, and it's kind of interesting having it give extra info on a Great skill check compared to a Good skill check. Might be worth trying this perk out again.
  • Coup De Grace - increasing the lunge distance bonus from 60% to 80% is ok, but I still feel like the problem with this perk is just that you lack control over when you get to use the perk beyond just "the next lunge after a gen is completed". I think I'd like this perk way better if it was just a persistent boost to lunge distance, or maybe something like Fire Up where you get a flat permanent per-generator boost to distance. That would make it less swingy (no pun intended).
  • Furtive Chase - Ok, so now once you've had four hooks your terror radius is reduced by 16 meters (i.e. by half) but only when you're in a chase. ... But if you're in a chase the person you're chasing obviously knows you're there, so most of the time this effect is still kind of useless, right? Heck, Beast of Prey has kind of a similar deal where it makes you Undetectable while in Bloodlust, and Undetectable is WAAAY better than a 16 meter terror radius, but even then Beast of Prey is hardly ever used because it only happens when you're in a chase! If they really want to boost Furtive Chase to make people use it more often, they need to tweak it so it reduces your terror radius all the time, not just in a chase, or make it give some other benefit that's actually useful in a chase since terror radius reduction is kind of worthless while chasing people. TLDR - stealth effects that only work during chases are just bad, stealth only really works well between chases.
  • Dead Man's Switch - Now THIS is a nice buff! Making this perk trigger on every hook instead of on just the Obsession is a very significant boost. In particular, you can combo this perk with Scourge Hook Pain Resonance and it will regress a gen, force people off it and immediately block the gen for 45 seconds. Prior to this update this only happened when you hooked the Obsession, not it will happen on every hook, it's a really solid combo!


I'm a little surprised they didn't get around to Mikaela's balance pass yet, I really figured we'd see them take a first crack at adjusting Circle of Healing or Shadowstep or Clarivoyance one way or another. (Circle of Healing is probably the only really problematic one, but who knows what the data shows?) Could still be a bit soon, though, so maybe in March. 🤷‍♂️

Also there were the rumors about a Legion revamp in the works. Obviously nothing this midchapter, but again, who knows, maybe March or this summer assuming it's still a thing they're working on?

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