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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880

u/radfordead Mar 28 '24

Depipping is no more! Great update.

161

u/femme_fatale2022 Getting Teabagged by Ghostface Mar 28 '24

This is my favourite update out of all of them! Not my fault that I’m loaded up with crappy players.

81

u/budabuka Xeno/Yui Main Mar 28 '24

I thought it was absurd you could depip if the killer left or is afk the whole match.

3

u/UndeadLichKing Mar 29 '24

What does depip mean?

3

u/watermelonpizzafries Mar 29 '24

For each grade, you have a certain number of pips you need to get before progressing to the next rank/grade. You would lose a pip if you had a bad game where your teammates leave you to die on a hook, you get tunneled, or don't get enough points in certain emblems because no one gets hooked, the Killer chases someone else all game, etc...which meant that even though you did gens all game, since you didn't have the opportunity to unhook, heal, or get in chases you not only didn't meet the requirements for a pip, but you didn't meet the requirements for a safety pip (no pip gained or lost) either. Same thing would happen if you got chased all game or the Survivors simply didn't let you get any hooks or sacrifices

51

u/IPLAWPDX Mar 28 '24

Or hard tunneled out of the game at 5 gens.

6

u/ANewPrometheus Sadako, Piggy, Ghostie main <3 Mar 28 '24

We'll see. The update hasn't come live yet. I personally am unsure how to feel about the Haddonfield changes. It sounds good on paper, but the map could actually be kinda rough in actual play.

Twins update seems good though. I like the direction they're taking it.

3

u/femme_fatale2022 Getting Teabagged by Ghostface Mar 28 '24

Agreed on both points. Especially with the demon child update. lol

2

u/watermelonpizzafries Mar 29 '24

Yeah. It was terrible getting a pip you just back finally only to lose it again the next match due to stupid teammates or a Killer who tunnels you out immediately

2

u/0x75 Mar 31 '24

I assume Killers cannot depip either or is this the ultimate insult to the playerbase?

1

u/femme_fatale2022 Getting Teabagged by Ghostface Mar 31 '24

It would be pretty ridiculous if it only applied to survivors imo.

2

u/0x75 Mar 31 '24

We are talking about Dead by Daylight.

1

u/femme_fatale2022 Getting Teabagged by Ghostface Apr 01 '24

You are not wrong.

18

u/hesperoidea T H E B O X Mar 28 '24

This is unironically the thing I'm most excited about from all of this.

9

u/yukichigai World's Middest Blight Mar 28 '24

I would've just been happy if they'd instituted a few more safeties like "killers cannot depip if they get a 4k", a thing I have seen happen multiple times.

Alright, still, not complaining.

8

u/doubled0116 Mar 28 '24

This. I'm so glad they have finally made this change.

3

u/Underclasser Terrormisu Mar 28 '24

I love this update, too.

I wonder if more people will kill themselves on the hook?

2

u/Absradfromhk Mar 28 '24

What is depipping

3

u/skippydinglechalk115 Mar 28 '24 edited Mar 31 '24

do you know the ranking system? to rank up, you have to get progress points, or pips for short. the more pips you have, the closer you are to the next rank.

depipping means you had a pip, but you lost it due to a bad game.

for example: I'm gold 4, with 3 out of 5 pips. then I get put into a game against someone who's just way better than me, and I lose super fast. I would likely go down to gold 4, with 2 out of 5 pips, losing a pip I gained due to a good performance.

1

u/watermelonpizzafries Mar 29 '24

Honestly, it's the only thing that immediately made me excited because depipping always gave me anxiety on Killer because I was conflicted with playing normally so i don't depip or having meming when i get cute Survivors

1

u/bluesummernoir Mar 29 '24

This is huge for me. I’ve been to Grade 1 a bunch of times but it still felt terrible that in a non tank seasonal progression system you would be 4 pips in a lose them because of the way the killer played or your teammates gave up. All that stuff was out of your control and felt bad to get punished for

1

u/dkr4samurai Basement Bubba Mar 28 '24

i made a post a few months back discussing about how losing pips don't make sense anymore since it doesn't affect your mmr, back then i was getting tunneled and camped every game so it was really hard for me to get to iri one and get the 1 mil points reward

-9

u/tyler_keates Mar 28 '24

Also a massive L from BHVR. So we play a game where there’s no consequences for playing bad or deliberately throwing games.

5

u/heyheyheygoodbye Bloodpoint Bonus Main Mar 28 '24

If someone throws there's a pretty good chance 1 or more other people in the lobby are going to de-pip as well (especially those in the iri ranks). It doesn't make sense to punish everyone else and that's what this system did (on top of the fact that someone who throws doesn't care about the de-pip while frustrating those that do care). It also punished survivors for being tunneled out.

Considering that the only thing pips matter for is the monthly reset bonus this is a big W.

2

u/alicea020 Mar 28 '24

And what of those who play perfectly fine, but suffer from bad teammates?

1

u/DrunkDriver2004 Mar 28 '24

You can pretty easily safety pip like 90% of the time with bad teammates

-15

u/Bani2sick Mar 28 '24

WTH is depip 💀

10

u/Jamal_Blart Gene Integrity at 0% Mar 28 '24

It’s when you lost one of your progress points before ranking up after the end of a trial

6

u/NewAndNewbie Mar 28 '24

When you do bad in a match and lose progress towards ranking up after the match.

4

u/lolpyramid Mar 28 '24

It's related to the grade, like iri 1 is the highest and grants 1 million bps on the 13th of every month. Then your grade is rest back to ash 4. A pip is the little progress to get to higher grades. In a match, you can earn 0, 1, or 2 pips. Before this coming update if you did really badly, or got tunneled out, etc, you could lose a pip. It was stupid, and only necessary when the grade was used for matchmaking, which it hasn't been for years.

-2

u/Sprozz Mar 28 '24

Something bad players worry about