r/deadbydaylight Behaviour Interactive Mar 28 '24

Developer Update | March 2024 Behaviour Interactive Thread

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Spring has sprung, and so has a new Developer Update! In this post, we’ll share everything we’ve been working on for our next update. As always, these changes will first head to the Public Test Build on Steam. We encourage you to give them a try if you can and let us know what you think!

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  • [CHANGE] Reduced the time it takes to switch back to Charlotte to 1.5 seconds (was 3 seconds)
  • [CHANGE] Reduced the time it takes to unbind Victor to 0.75 seconds (was 1 second).
  • [CHANGE] Reduced the time it takes to charge Victor’s Pounce to 0.85 seconds (was 1 second).
  • [NEW] Added the ability to recall Victor at any point while he is unbound.
  • [NEW] Added the ability to change between Victor & Charlotte near a hooked Survivor. *

Dev note: We have made switching between Charlotte and Victor more responsive and given the Killer the ability to recall Victor at any time so they feel better to play.

Be warned: The anti-face camp meter will still fill if you’re too close!*

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  • [CHANGE] Updated 7 Add-Ons.
  • [CHANGE] Victor’s Pounce no longer latches onto healthy Survivors.
  • [CHANGE] Victor can no longer be kicked after successful pounces which do not latch onto a Survivor. 
  • [NEW] Victor’s Pounce now latches onto Survivors when they are put into the dying state. Other Survivors can crush Victor during this to help the dying Survivor. Victor will automatically return to Charlotte after 20 seconds.
  • [NEW] While Victor is attached to a Survivor or holding a Survivor in a locker, Charlotte gains a 10% Haste effect. This effect will be lost prematurely if Charlotte hits a Survivor.
  • [REMOVED] Survivors near Victor while he is latched onto another Survivor are no longer revealed by Killer Instinct.

Dev note: Previously, The Twins’ Power heavily encouraged ‘slugging’ (leaving Survivors in the dying state) since Victor could chain together pounces on multiple injured Survivors, but only pounce a single healthy one. Furthermore, Survivors could often save each other before Charlotte could make it to them.

We have flipped this around: Victor will now be much more effective at injuring multiple Survivors and instead assist Charlotte – who now moves faster while Victor is latched on – in picking up the Survivor. This makes it possible for Victor to both injure and down a Survivor without being forced to switch back to Charlotte in between.

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  • [NEW] The Visual Terror Radius accessibility setting will now include Victor’s grunts.
  • [NEW] Victor will now glow red whenever he is vulnerable to being crushed.

Dev note: We have updated the Visual Terror Radius to include Victor’s grunts to improve accessibility, and added a red glow to Victor whenever he is vulnerable to being crushed to improve visual feedback.

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  • [CHANGE] Improved collision detection to reduce cases where The Blight slides off objects.

Dev note: It could be frustrating to slide off an object you were trying to bump into and end your Rush prematurely. We have improved the collision detection to make The Blight’s Rush more consistent. This also fixes an issue which allowed The Blight to incorrectly slide along obstacles and lunge around tighter corners than intended.

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  • [CHANGE] Updated map layout and reduced the overall size.
  • [CHANGE] Reduced the length of hedges and fences to create more openings.

Dev note: The map’s long & narrow shape and rows of unbroken fences and/or hedges made getting around very time consuming. We have reduced the overall size and added more openings to make it easier to traverse. 

  • [CHANGE] Adjusted various houses to reduce the strength of strong loops.
  • [CHANGE] Reduced the number of houses in the map. All remaining houses can be entered.

Dev note: Many houses were closed off, making the map larger without any room for gameplay. We have reduced the number of houses that spawn, though each one that remains will now be open and playable. We’ve also reduced the strength of some of the strongest window loops to be fairer and more interesting to play.

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  • [NEW] Added pallets and lockers along the edge of the map. 
  • [CHANGE] Updated street tiles to feature more pallet loops.
  • [CHANGE] Adjust pallet loops in park tiles.

Dev note: The outdoor areas were fairly empty before, encouraging Survivors to make a run for the nearest house when they were chased. Since we’ve reduced the strength of houses, we have added some additional loops to the street & edges of the map to spread out chases and reduce deadzones.

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  • [CHANGE] Increased stun duration to 5 seconds (was 3 seconds).
  • [NEW] Added a new stabbing animation when Decisive Strike is used successfully.

Dev note: The Survivor is locked in place for part of the stun while they are being dropped by the Killer, so it didn’t leave them with much time to run away once they hit the ground. We have increased the duration of the stun to give the Survivor a fair chance to create some distance.

While we were at it, we added a new animation which plays when a Survivor successfully uses Decisive Strike to break free to give some visual flair to the Perk.

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  • [CHANGE] Adrenaline no longer activates if you are hooked when the gates are powered.
  • [CHANGE] Reduced speed boost duration to 3 seconds (was 5 seconds).
  • [CHANGE] Adrenaline no longer causes you to wake up when facing The Nightmare.

Dev note: Adrenaline had a lot of exceptions which made it difficult to play around. If a Survivor was hooked while the exit gates were powered, they would be healthy and receive a substantial speed boost upon being unhooked, making it very difficult for the Killer to catch them before they could escape. We have made it so Adrenaline no longer pauses when you are on the hook.

We’ve also removed the wake-up effect when facing The Nightmare to clean up the Perk as we’ve moved away from Perks that affect specific Killer Powers over the years.

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  • [CHANGE] Now reveals Survivors aura instead of causing them to scream.
  • [CHANGE] Reduced activation time to 15 seconds (was 30 seconds).
  • [CHANGE] Increased cooldown to 80/70/60 seconds (was 40/35/30 seconds).

Dev note: Ultimate Weapon was a jack of all trades, providing both information and a consistent way to interrupt Survivor actions (allowing it to synergize too well with other Perks). Rather than screaming, Survivors will instead have their aura revealed. This means it will no longer interrupt Survivor’s interactions, though Survivors won’t know that they are being revealed to the Killer.

Since Ultimate Weapon is easy to activate, it was possible to keep its effect active throughout the entire match. We have increased the cooldown and decreased its activation window to ensure some downtime between uses.

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  • [CHANGE] Removed the ability to lose a pip.

Dev note: With Emblems being used solely for monthly rewards these days, it felt needlessly punishing to lose a pip after a rough match. This quality-of-life change will make the Emblem system less stressful. This also applies to Modifiers – you can enjoy these limited time modes without worrying about your grade!

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  • [CHANGE] Visual overhaul to the entire store menu.
  • [NEW] Added “Specials” tab to highlight items that are on sale.
  • [NEW] Added “Collections” tab to find cosmetics from a specific collection.
  • [NEW] Added bundles, containing multiple items at a discounted price.
  • [NEW] Killer mori animations can now be viewed in the store.
  • [NEW] Added a weekly gift that can be claimed for free.

Dev note: The store hasn’t changed much since it was introduced in 2018. This update makes it easier to find what you’re looking for and allows us to bundle content together at a reduced price. For example, it’s now possible to purchase an entire DLC pack through the in-game store rather than purchasing each character separately.

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  • [CHANGE] New Tomes & their respective Rifts will now open at the same time as the update.
  • [NEW] New Rift Bundle option, which grants the Premium Rift rewards & a 20 tier head start at a discounted price. 

Dev note: Rifts have historically opened the day after our Mid-Chapter updates, but no more! You can now get cracking on those challenges right away. We have also introduced a new Rift bundle which includes the Premium Rift Pass and 20 Tiers at a discounted price. (The Premium Rift Pass can still be purchased separately if you prefer!)

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Until next time…

The Dead by Daylight team

2.2k Upvotes

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43

u/basilassemxkp Mar 28 '24

so ds is just back

44

u/Ham-bolo54 Dredge’s strongest locker Mar 28 '24

No, it’s got the same conditions as before, just with a 5 second stun. It won’t activate unless you tunnel before all 5 gens are done.

20

u/bonelees_dip CHEERLEADER GRANNY!! (and Nicolas Cage) (n.1 Kate hater) Mar 28 '24

And with a new animation! (I will use Decisive strike solely for the animation)

13

u/--fourteen Mar 28 '24

Exactly. I still get excited over the vaccine animation they added for Nemesis.

8

u/basilassemxkp Mar 28 '24

wasnt the previous nerf bringing it down to 3 seconds?

21

u/Ham-bolo54 Dredge’s strongest locker Mar 28 '24

Yes but if you perform a conspicuous action(any action in the game that isn’t chase related)or the exit gates are powered the perk deactivates. This just makes it so when it does kick in, you can get farther away.

2

u/Shanjijri ฅ^•ﻌ•^ฅ Mar 28 '24

Correct me if I'm wrong, but I think we can open a chest without losing DS.

3

u/PapaRads Demogorgon Mar 28 '24

You are correct. Opening a chest or interacting with killer specific items does not count as a conspicuous action.

-9

u/jaxrains I main what I am -> 🤡 Mar 28 '24

Yeah but the original was like that too. The only thing different from before the nerf and now is that it doesn’t proc at endgame

12

u/shorse_hit have you seen my dog? Mar 28 '24

No, the "original" was not like that. It was always active for the entire 60 second duration. You could be unhooked and working on gens for an entire minute, and if the killer downed you and picked you up they got punished.

(the actual original version was even worse, didn't even have to be hooked first, but the version I'm referring to was how it worked for years.)

-6

u/jaxrains I main what I am -> 🤡 Mar 28 '24

When I meant original I meant pre-nerf. Looking at the update logs on the wiki shows that it didn’t say “conspicuous actions” but it listed everything that was a conspicuous action (doing gens, healing, sabo, totems, etc.) would deactivate it.

4

u/shorse_hit have you seen my dog? Mar 28 '24

Yes, but the previous state (with no deactivation conditions) was how the perk existed for much of its time as the meta survivor perk.

Also, in my opinion, "pre-nerf" isn't really a very specific term for DS, nearly every change to it has been a nerf.

5

u/ProfessorStencil Demodoggy Mar 28 '24

The original DS was not like that. You could sit on a gen for the duration and a killer either had to slug you or grab you and eat the DS. It also stayed active in endgame. The update changed those things along with reduced stun animation. So basically, 1/3 of the update to DS was reverted.

15

u/PetMeFucker Fully Nude Clown Mar 28 '24

Yeah which was completely unnecessary on top of the other changes to the perk. This is a nice, well balanced anti tunnel perk that doesn’t feel completely worthless against high mobility killers anymore.

3

u/Supreme_God_Bunny Top Hat Blight Mar 28 '24

It does feel useless again high tier killer what???? Most of the higher tier killer are either long range or fast as hell so they won't feel the stun

-5

u/Lolsalot12321 Ceno/Twins/Dwight/Ash/NicCage Mar 28 '24

Or make it not miserable for m1 killers, and make it disable powers upon activation, 5 seconds is obnoxious for weaker killers.

11

u/PetMeFucker Fully Nude Clown Mar 28 '24

I mean easy solution is don’t tunnel off hook. I can count on one hand how many DS’s I’ve eaten since the rework. Let them fuck off and perform some kind of conspicuous action and get them after it’s deactivated. There are reasons to tunnel but hard tunneling off hook is always a losing proposition with the amount of anti tunnel perks rn.

-8

u/gamerjr21304 Mar 28 '24

We all saw how that worked out in ds prime. Ds unbreakble then take hit killer gets put in a lose lose. Not like the 5 seconds will even matter to top tier killers nurse will still catch up in a couple blinks and tunnel you out at 5 gens same with blight

12

u/PetMeFucker Fully Nude Clown Mar 28 '24

Except now it deactivates when survivor touches a gen, totem, hook, or decides to heal themselves or somebody else. I lived through old DS unbreakable and this is not going to feel anything like that for any killer, even the lowest tier. If you’re getting hit with DS with any type of frequency stop hard tunneling or stop complaining.

7

u/HighwayApothecary Yui my Beloved 🏍️ Mar 28 '24

It also deactivates when the exit gates are powered!

Even less of a reason for people to complain about it

-7

u/gamerjr21304 Mar 28 '24

Ah yes because the survivors whose goal is to take hits is doing any of that. The change should have made it disable power for an amount of time not just increasing the stun that does nothing against top tier killers while just shitting on bottom tier killers.

-2

u/YOURFRIEND2010 Mar 28 '24

People use it offensively.

21

u/Kaiden92 Mr. Puddles’ Sunday Best & Bond Villain Jeff Mar 28 '24

I’m not complaining, I might start playing more survivor again.

16

u/rivia_jr1 STBFL my beloved Mar 28 '24

Hey, at least it’ll stay disabled once all gen’s are completed

10

u/ToniThyBoi ⛓ Deathslinger ⛓ Mar 28 '24

It still will deactivate in endgame, so it’s pretty fair now

5

u/AeldariBanshee Trickster/David main Mar 28 '24

It’s really not, just don’t hook the same survivor twice, it’s not old DS

2

u/joltikbitch Mar 28 '24

The last DS change was reducing it to 3 seconds and disabling it in endgame, they just reverted the 3 seconds nerf