Dead by Daylight - rblanchard_bhvr
Just like you, we're looking forward to an exciting 2025, but that doesn't mean we're done with 2024 quite yet...

This month, we'll be sending out special, personalized newsletters that recap players' Dead by Daylight stats from 2024 and want to make sure you have a chance to sign up in time to get your own!

Simply sign up for our newsletter by January 13 and that'll get you on the list to receive your stats when they become available later this month. To make things nice and easy, we've included the steps below:

  1. Create or log in to your BHVR account here: https://dbd.game/3iij9vY
  2. Ensure you've linked your BHVR account to the platform you play on via the Connections page
  3. Update your Communication Preferences to allow personalized emails
  4. Sit back, relax, and await your 2024 stats in convenient email form!

We know how much this community loves to dig into their game stats, so we can't wait to share these recaps with you. Of course, don't forget to share your results and tag us in them!

See you in the Fog,
The Dead By Daylight Team
Dead by Daylight - Goblin_BHVR


Important
  • Progress & save data information has been copied from the Live game to our PTB servers on January 6, 2025. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
  • Players will once again receive 12,500 Auric Cells on the PTB to explore Outfits and Characters in the Store. Both Auric Cells and purchases made on the PTB Build will not transfer to the Live Build.
Content

Killer Rework - The Nightmare
Base Changes
  • Dream Snares and Dream Pallets are both part of the base kit
  • Tap the Ability button to swap between Dream Snares and Dream Pallets
  • Dream Snares are now a ground projectile (more details below)
  • Dream Pallets can be Ruptured from a distance (more details below)
  • Dream Projection can now be used on completed generators (and more!)
Dream World
  • Minor visual improvements to the Dream World
  • Improved clarity when the nearest Survivor is asleep
  • Survivors in the Dream World are Oblivious, but hear his Lullaby
  • Survivors performing a healing action on a Sleeping Survivor or while being Asleep are revealed with Killer Instinct
  • Survivors wake up when put in the Dying State
Dream Snares
  • Press the Power button to charge a Dream Snare over 0.35 seconds
  • While charged, tap the Attack button to launch the Dream Snare forward
  • Dream Snares move at 12 m/s
  • Dream Snares have a maximum range of 18 meters
  • Dream Snares go through walls and follow slopes, but do not go off ledges (such as a 2nd-floor dropdown)
  • Dream Snares add 30 seconds to an awake Survivor's Sleep Meter
  • Dream Snares inflict a 12% Hindered penalty for 4 seconds on Sleeping Survivors
  • Dream Snares have a 5-second cooldown
Dream Pallets
  • Press the Power button to enter Pallet focus mode
  • Tap the Attack button to spawn a Dream Pallet at valid Pallet locations up to 24 meters away
  • The Nightmare can create up to 8 Dream Pallets at a time
  • While in Pallet Focus mode, target a Dream Pallet within 24 meters and tap the Attack button to Rupture it
  • After a 1.5-second delay, the Dream Pallet Ruptures in a burst of blood
  • Rupture adds 60 seconds to an awake Survivor's Sleep Meter
  • Rupture injures Sleeping Survivors
  • Rupture has a range of 3 meters
  • Rupture has a 1.5-second cooldown
  • Dream Pallets can be dropped by Survivors and can stun The Nightmare, but will explode in blood
  • Improved visibility on Dream Pallets
Dream Projection
  • Dream Projection can be used on unrepaired, partially repaired, completed, and blocked generators, at any moment during the trial
  • Dream Projection can be used on Sleeping Survivors healing in the Dream World (any of the healers, or the one being healed. The Nightmare appears within 12 meters of their location.)
  • Press and hold the Ability button for more than 0.5 seconds to perform Dream Projection
  • Dream Projection takes 2.5 seconds (was 4 seconds)
  • Dream Projection cannot be cancelled
  • Upon completion, Survivors within 8 meters are revealed with Killer Instinct for 3 seconds, and gain 15 seconds on their Sleep Meter
  • Dream Projection has a 30-second cooldown (was 45 seconds)
Alarm Clocks/Wake up
  • Sleeping Survivors can use any Alarm Clock to wake up (was a specific Alarm Clock, usually on the other side of the map)
  • Using an Alarm Clock grants Sleep Immunity for 30 seconds
  • Using an Alarm Clock causes it to go on a global 45-second cooldown, which prevents anyone from using it
  • The Wake Up interaction (snap snap, clap clap) always takes 5 seconds (would increase with each Wake Up interaction)
Addons
  • Garden Rake:
    Increases the size of the Dream Snare by 10% (NEW)
  • Wool Shirt:
    Decreases the Dream Pallet Rupture delay by 10% (NEW)
  • Kid's Drawing:
    Increases the amount of Sleep gained from Dream Abilities by 10% (NEW)
  • Sheep Block:
    Increases the Alarm Clock cooldown by 10% (NEW)
  • Prototype Claws:
    Decreases Dream Snare charge time by 10% (NEW)
  • Cat Block:
    Decrease Dream Projection's Cooldown by 10% (NEW)
  • Outdoor Rope:
    Increases the speed at which Dream Snares travel by 15% (NEW)
  • Green Dress:
    Increases the time it takes for Survivors to perform the Wake Up action by 2 seconds (NEW)
  • Nancy's Sketch:
    Decreases the Sleep Immunity by 20% after a Survivor uses an Alarm Clock (NEW)
  • Unicorn Block:
    Increases the Dream Pallet Rupture range by 1 meter (NEW)
  • Blue Dress:
    Dream Snares no longer move (NEW)
    Dream Snares have a lifetime of 8 seconds (NEW)
    Only 1 Dream Snare can be placed at a time (NEW)
  • Nancy's Masterpiece:
    Decreases Dream Projection's cooldown by 10% after hitting a Survivor with a Dream Ability (NEW)
  • Jump Rope:
    Increases the Hindered penalty duration when a Survivor is caught by a Dream Snare by 1 second (NEW)
  • Paint Thinner:
    When a Survivor drops a Dream Pallet, reveal them with Killer Instinct for 6 seconds (NEW)
    This Dream Projection charges 100% faster (NEW)
  • "Z" Block:
    Survivors hit by a Dream Snare or Dream Pallet Rupture are revealed for 3 seconds (NEW)
  • Swing Chains:
    After using Dream Projection, block all window vaults within 16 meters for 6 seconds (NEW)
  • Class Photo:
    Survivors in the Dream World are revealed with Killer Instinct while opening Exit Gates (NEW)
    Grants the ability to use Dream Projection on Exit Gates (NEW)
  • Pill Bottle:
    Each time a Survivor wakes up, they fall asleep 10% faster, up to a maximum of 50% (NEW)
  • Red Paint Brush:
    Reveals the aura of Survivors in the Dream World when they are further from 32 meters away (NEW)
    Increases each Survivor's Sleep Meter by 50% (NEW)
  • Black Box:
    Exit Gates are blocked for Sleeping Survivors for 15 seconds after they are opened (was applicable when recently opened. This update also makes it trigger when they fall asleep after the Exit Gates have been opened.)
Perk Updates

Killer
  • Beast of Prey:
    When you gain Bloodlust for the first time, gain Undetectable for 10/15/20 seconds (NEW)
    Gain 30/40/50% more Bloodpoints for actions in the Hunter Category (REMOVED)
  • Fire Up:
    For each generator completed, gain a 4/5/6% stackable speed bonus to picking up, dropping, vaulting, damaging generators, and breaking pallets and breakable walls for the remained of the trial. (was 3/3.5/4%)
  • Remember Me:
    Each time your Obsession loses a health state, gain 1 token, up to 3/4/5 (was 2/3/4)
    For each token, increases the opening time of Exit Gates by 6 seconds, up to a maximum of 18/24/30 (was 12/18/24)
Survivor
  • Vigil:
    Affects Survivors within 16 meters (was 8 meters)
    Recover from Blindness, Broken, Exhausted, Exposed, Haemorrhage, Hindered, Mangled and Oblivious 30/35/40% faster (was 20/25/30%)
  • Wake Up!:
    Increases the speed at which you open Exit Gates by 40/45/50% (was 15/20/25%)
Features
  • Deep Wound Visibility Improvements
    Added a Deep Wound progress bar under the Mending progress bar for better visibility
    Removed the darkening vignette of the Deep Wound effect
    Added a setting to disable the new Deep Wound progress bar
  • Characters' default and prestige cosmetics now have outfits in the outfit tab
  • Normalized action progress bar behavior
  • Hooking a Survivor no longer uses a progress bar
  • Deathslinger's reload no longer uses a progress bar
  • Cenobite's teleport no longer uses a progress bar
  • Clairvoyance no longer uses a progress bar
  • Smoke effect added to the change of certain cosmetics that have unique lobby animations
  • Smoke effect added to the Play Mori button of visceral rarity cosmetics.
  • The colour of a completed generator was updated to better differentiate them from yellow highlighted generators
Bug Fixes

Audio
  • Fixed an issue that caused the harpoon and breathing SFX to be heard when entering the tally screen as the Deathslinger.
  • Fixed an issue where The Spirit's audio could be heard from the husk as she begins phasing.
Bots
  • Fixed an issue that caused Survivor and Killer bots hesitate for a split second while in chase.
  • Fixed an issue that caused bots to gain Haste indefinitely when Sprint Burst is activated.
  • Improved pathing of Killer bots around pallets and windows.
  • Fixed an issue that caused bots trying to walk over a tree stump in Mother's Dwelling.
  • Fixed issues that caused bots to always look down while walking.
  • Fixed issues that caused bots stay stuck in one location when they run out of immediate objectives.
  • Fixed issues that caused Killer bots are more interested in a Survivor's scratchmarks than the Survivors themselves.
  • Potential fix for bots staying stuck at vault and fall locations.
Characters
  • Fixed an issue that caused the wind and snow VFX from the Ormond Lake Mine map to be missing when the Knight was in path drawing mode.
  • Fixed an issue that caused the Knight's Guards to be unable to hit Survivors that went on a specific rock in the Rotten Fields map.
  • Fixed an issue that caused the Knight's Guards to prioritize reaching windows instead of hitting Survivors during chases.
  • Fixed an issue that caused the Clown's Spirit of Hartshorn add-on effects to apply to the Afterpiece Tonic.
  • Fixed an issue that caused the Good Guy's Slice & Dice progress not to show the debuff effect from the Silk Pillow add-on.
  • Fixed an issue that caused multiple Killer powers to miss if a Survivor crouched.
  • Fixed an issue that caused Victor to be visible in Charlotte's chest cavity after having been stomped by a Survivor.
  • Fixed an issue that caused the Trickster to throw a single blade during Main Event if the interaction to activate it is held down.
The Houndmaster
  • Fixed an issue that caused the Houndmaster to be able to move Survivors while holding the Dog Command input.
  • Fixed an issue that caused healthy Exposed Survivors not to have the healthy version of Detected removed when downed.
  • Fixed an issue that caused the Dog to teleport and get stuck outside the exit.
  • Fixed an issue that caused the Dog not to affect Survivors with Houndsense when the Survivor is in the search radius as the ability starts.
  • Fixed an issue that caused the Dog animations to break when grabbing a Survivor as they bleed out from Deep Wound.
  • Fixed an issue that caused the Detected Killer effect not to be removed after the mori.
  • Fixed an issue that caused the Chase Command to be activated from a high ledge.
  • Fixed an issue that caused the Patrol ground target to appear bigger than normal when quickly moving between different elevations.
  • Fixed an issue that caused the Dog to remain in the pet command animation when the Houndmaster is stunned during the pet interaction.
  • Fixed an issue that caused the Survivors camera to clip when crouching inside the Dog.
  • Fixed multiple instances where the Dog could get stuck or not be able to pass through places where the Killer could.
  • Fixed multiple navigation issues with the Dog.
Environment/Maps
  • Fixed a collision issue on the Realm of Autohaven Wreckers on the side of the crane.
  • Fixed multiple issues where the starting camera rotation clipped through the character of the Houndmaster.
  • Fixed environmental spawning issues on Realm of Macmillan's Estate.
  • Fixed an issue on Léry's Memorial Institute where a closed door would spawn next to a window in the main room.
  • Fixed an issue on Crotus Prenn Asylum where Killers were not able to break a pallet if they were close to a wall.
  • Fixed an issue on Crotus Prenn Asylum where the Nurse could blink on top of the roof.
  • Fixed issues on Midwich Elementary School where survivors would clip in piles of gore.
  • Fixed an issue on Nostromo Wreckage that caused a chest to have full unlock completion.
Perks
  • Fixed an issue that caused Mettle of Man's aura reading to have no range limit against Lethal Pursuer.
  • Fixed an issue that caused Survivors to be unable to place a Chemical Trap on a pallet that previously had one installed.
  • Fixed an issue that caused the Chemical Trap and the destroyed pallets aura to remain visible when the pallet is destroyed by Spirit Fury.
  • Fixed an issue that caused the Exhausted status effect from Genetic Limits not to be applied onto a Survivor that uses Plot Twist.
  • Fixed an issue that caused Survivors not to scream when hooked after using Plot Twist.
  • Fixed an issue that caused the aura from Camaraderie to stay on the Survivor after getting unhooked.
  • Fixed an issue that caused Dance With Me to be activated by any Survivor in the trial.
  • Fixed an issue that caused Survivors with a hooked state not to receive the Exposed status effect from Shoulder the Burden.
UI
  • Fixed an issue where placeholder text was showing.
Misc
  • Fixed an issue that caused the Honor the Bloodline achievement/trophy to be unlocked when taking control of Victor when playing as the Twins.
  • Fixed an issue that caused the exit gates to power on when the last Survivor escapes through the hatch.
  • Fixed an issue that caused the Unhooking and Self-Unhooking animations to be interrupted by a Killers basic attack.
Dead by Daylight - rblanchard_bhvr


We’re back with another Developer Update, and some might say it’s pure nightmare fuel. That’s right – Freddy Krueger is getting a rework, and we’ve got you covered with everything to know about what’s coming.


The Nightmare – Freddy Krueger himself – is one of horror’s most iconic slashers. While he has proven himself to be a formidable foe for newer players, he’s begun to feel a little left behind in Dead by Daylight’s current landscape. We’re excited to help players rediscover the macabre joy of donning into the signature sweater and wreaking havoc like only Freddy can.

We’ve made several adjustments to his Power, which should help Freddy feel like the Dream Demon he was always destined to be. Our philosophy was to make The Dream World’s presence affect Survivors even when they’re awake, giving The Nightmare a consistently threatening edge with more flexibility than ever before.

  • [CHANGE] Press Active Ability to swap between Dream Snares and Dream Pallets.
Dev Note: This has been long requested, and we’re thrilled to finally make it happen. With consistent access to two impactful abilities, The Nightmare can live up to his name by slowing Survivors down and shattering them psychologically. Having the ability to quickly swap between Powers has the added benefit of raising the Killer’s skill ceiling, while providing him with two different tools to utilize in a chase.

  • [NEW] Dream Snares now move at 12 m/s with a cooldown of 5 seconds. They can go through walls and up stairs, but not off ledges.
  • [NEW] Dream Snares now have unique interactions with Survivors whether they are Asleep or Awake. Sleeping Survivors will be Hindered for 4 seconds, while Awake Survivors will gain 30 seconds on their Sleep Meter
Dev Note: This change grants The Nightmare additional flexibility while using the Snare, allowing him to use them against a wider variety of opponents. Making it so Survivors don’t need to be asleep to be affected will make quite the impact – not just on a Power level, but thematically as well.

  • [NEW] Dream Pallets can be triggered to explode in a geyser of blood. The explosion occurs 1.5 seconds after activation with a 3-meter radius. When a sleeping Survivor is hit, they become injured. When an Awake Survivor is hit, they gain 60 seconds on their Sleep Timer.
Dev Note: Dream Pallets have been a fun and rewarding way to mind game Survivors, and we wanted to add even more benefit to landing a successful deception. Now, even if the Survivor does manage to escape the chase, they run the risk of sustaining a dark souvenir to remember you by.

  • [NEW] The Nightmare can now teleport to completed, blocked, and endgame Generators, as well as any Survivor healing in the Dreamworld. Dream Projection on a healing Survivor will teleport The Nightmare within 12 meters of their position. Upon completing a teleport, Survivors within 8 meters will be revealed with Killer Instinct and gain 15 seconds to their Sleep Meter.
  • [CHANGE] The Teleport cooldown has been decreased from 45 to 30 seconds, and the Teleport can no longer be cancelled.
Dev Note: An important part of The Nightmare’s playstyle is creating the illusion of being everywhere at once, and his Dream Projection is a major part of that. We’ve made a few changes to make this even more effective and removed the pain point of having Survivor progress rendering The Nightmare’s Power obsolete.

Finally, the Dream World. Don’t let the name deceive you – this psychological torture chamber is far from a dream. We wanted this update to inject sleeping Survivors with a sense of terror, paranoia, and urgency – so we made a few small but crucial tweaks.
  • [NEW] In the Dream World, Healing Survivors will be revealed by Killer Instinct for as long as they’re healing (lingering for 3 seconds once they stop), allowing The Nightmare to teleport to them.
We’re also giving the Dream World a slight visual polish, which should help immerse players further into the fantasy. We have plans to continue improving this in the future, so keep your eyes out for even more to come.

  • [CHANGE] Sleeping Survivors can use any Alarm Clock to wake up.
  • [NEW] After using an Alarm Clock, it goes on cooldown for 45 seconds, during which it cannot be used.
Dev Note: On the Survivor side we wanted to address a few notable frustrations, mainly around Alarm Clocks and the general process of Waking Up. We’re confident these changes will improve the experience of playing against The Nightmare without having a significant impact on the overall balance.

We hope you enjoy this updated version of The Nightmare, and we’ll be keeping a close eye on your feedback. Unless, of course, we happen to fall asleep...

The Nightmare’s Add-Ons

Rounding out this rework is a substantial pass to all The Nightmare’s Add-Ons, which will incentivize creativity whenever you’re preparing your next loadout. While the full list is too long to include, here are a few notable Add-Ons coming with this update:

Red Paint Brush (Iridescent)

  • [OLD] All Survivors start the trial in the Dream World. Failed Skill Checks do not wake up Survivors in the Dream World.
  • [NEW] Reveals the aura of Survivors in the Dream World when they are further than 32 meters away. Increases each Survivor's Sleep Meter by 50%.
Black Box (Iridescent)

  • [OLD] Recently opened Exit Gates are blocked for 15 seconds.
  • [NEW] Exit Gates are blocked for Sleeping Survivors for 15 seconds when they are opened.
Swing Chains (Very Rare)

  • [OLD] Rusty but sturdy chains used to securely attach a swing seat. While Survivors are in the Dream World, the sounds of their footsteps are 50% louder.
  • [NEW] After using Dream Projection, block all vaults within 16 meters for 6 seconds.
Keep an eye out for the full list once the update goes live, but rest assured that the Dream Demon will have plenty of terrifying tools to work with moving forward.




To decrease Realm repetition, we’re implementing a Realm Prevention System, which will replace the existing Map Repeat Prevention System.

If you’re not familiar, there is a distinction between Realms and Maps. A Realm is a unique world, generally drawn from the memories of a character and contorted into a nightmarish landscape by The Entity. Some examples are the MacMillian Estate, Coldwind Farm, and the Red Forest. Maps are a variety of different locations drawn from within each Realm, and while they are different from one another, this new system will ensure that you’ll never be sent to the same Realm for back-to-back Trials. Note that using Map Offerings will override the system.



Deep Wound Update

While experienced players have grown familiar with the Deep Wound mechanic and Mending, it has been a continuous source of confusion for newer players.

To help clarify things, we’ve implemented a visual update similar to the Anti-Face-Camp bar. This bar will be a lot easier to track, appearing front and center in the UI and remaining there until you are fully Mended.

We’ve also reduced the blood spatter and darkening effects that appear whenever you’re in the Deep Wound State. Several subtle visual updates will now be added to the bar, highlighting the dire nature of the status. Check out a screenshot below:





Dead by Daylight features a massive – and growing – roster of characters. To make matters even more complex, each character brings 3 unique Perks into the game, with Killers having an additional Power to learn and master.

It can be especially tricky to gauge which characters might suit your preferred playstyle. Long-time players may even remember specific Offerings that let you play as a Killer you didn’t own, giving you a taste of what they’re capable of.

We’re excited to be launching a new system that will allow you to use specific characters for free during an Event Period, while in the Event’s queue. Note that only select characters will be available, chosen at our discretion, but they will be accessible to everyone.

While this will be for a limited time, with restricted access to the Bloodweb, it will allow players to really get a feel for a new character and even complete character-specific challenges.



That’s it for today’s Dev Update! Thanks for sticking with us, and we can’t wait to see you trying out The Nightmare in our upcoming PTB.

Until next time...
The Dead by Daylight Team
Dec 12, 2024
Dead by Daylight - Goblin_BHVR


Content

Killer Updates

The Houndmaster - Basekit
  • Chase Command cooldown reduced to 3 seconds (was 4 seconds)
  • Increased the time it takes The Houndmaster to recover movement speed from cancelling Chase Command to 1 second (was 0.85 seconds)
  • Reduced the movement speed penalty from cancelling Chase Command to 3.0 m/s (was 2.0 m/s)
  • Increased hitbox of Dog while performing Chase Command to 0.65 meters (was 0.5 meters)
  • Increased Window and Pallet vault time of Dog while performing Chase Command to 0.45 seconds (was 0.9 seconds)
  • Reduced Chase Command camera transition time from The Houndmaster to Dog when activating Redirect to 0.15 seconds (was 0.25 seconds)
  • Reduced Chase Command camera transition time from Dog to The Houndmaster after ending Redirect to 0.15 seconds (was 0.25 seconds)
  • Updated Dog pathfinding during Grab to pull Survivors towards coordinates where the Grab was started (was previously towards The Houndmaster's location at moment of Chase Command activation)
  • Increased the amount of Hindered status effect applied to Survivor caught in a Grab to 10% (was 3%)
The Houndmaster - Addons
  • Knotted Rope: Basic attack cooldown against grabbed Survivors reduced to 2% (was 10%)
Killer Perk Updates
  • Hex: Thrill of the Hunt:
    For each Dull and Hex Totem remaining on the map, gain a Token.
    Survivors' Cleansing and Blessing speed is reduced by 8/10/12% for each Token. (was 10/12/14%)
Archives & Events
  • Chaos Shuffle returns January 16, 2025 at 11:00am Eastern.
    This event includes an event tome featuring Dungeons & Dragons themed rewards.
Bug Fixes
Bots
  • Trained survivor bot to use the perk Invocation: Treacherous Crows
Characters
  • Fixed an issue that caused The Houndmaster to temporarily become stuck during the break generator animation when spectating.
  • Fixed an issue that caused The Houndmaster's Dog's Search to have the wrong icon when charging the power.
  • Fixed an issue that caused The Houndmaster's Swap Command icon to remain lit up when charging the power.
  • Fixed an issue that caused The Houndmaster's Chase command not to injure vaulting Survivors.
  • Fixed an issue that caused The Houndmaster's Dog to vault at the same vault location being used by a Survivor.
  • Fixed an issue that caused The Houndmaster's Dog to bring the Survivor back to the location that the command was given when in a struggle.
  • Fixed an issue that caused the Detected killer instinct to linger indefinitely on affected survivors if The Houndmaster's Dog remains next to them after the patrol detection radius is gone.
  • Fixed an issue that caused The Houndmaster's Dog to vault over elevated vaults that players normally fall from.
  • Fixed an issue that could cause a crash when The Houndmaster left a trial.
  • Fixed an issue that caused The Demogorgon to be missing the Hold arrow icon for Traverse Upside Down action.
  • Fixed an issue that caused The Nurse to be able to cancel her blink when releasing the input while looking down at an obstacle.
Environment/Maps
  • Fixed a window on Ormond Lake Mine map that caused a Killer projectile impact issue
  • Fixed various issues with fading on Mori animations
  • Fixed an issue that allowed the Dark Lord's pillars of Hellfire to go outside of the Exit Gates with the Add-on "Alucard's Shield"
  • Fixed issues in The Nostromo Wreckage map that prevented the power of The Nurse and The Houndmaster from working properly
  • Fixed issues in The Underground Complex where The Nurse could use her power and get out of bounds on the map
  • Fixed multiples issues in all realms where the camera rotation at the beginning of a game would clip inside the head of The Houndmaster
  • Fixed issues in The Underground Complex where some of the ground did not appear
  • Fixed an issue Gideon Meat Plant where an invisible collision would prevent the players from navigating from the bottom floor to the second floor
  • Fixed an issue in Raccoon City Police Station where the players could stand on top on a couch
  • Fixed an issue in Suffocation Pit where a snowman would block the path of the players
  • Fixed an issue in Crotus Prenn where The Nurse would get stuck when blinking on wooden ramp on the second floor of the building
  • Fixed an issue in Haddonfield where The Nurse or The Cenobite could use their power outside of the limit of the map around the exit gates
Perks
  • Fixed an issue that caused Save the Best for Last not to lose tokens when damaging a Survivor with The Houndmaster's Dog.
  • Fixed an issue that caused Play With Your Food not to lose tokens when damaging a Survivor with The Houndmaster's Dog.
  • Fixed an issue that caused THWACK! not to display Survivor auras when destroying a pallet or breakable wall.
  • Fixed an issue that caused Survivors to still have grunts of pain when using Clean Break with other interaction.
  • Fixed an issue that caused a missing audio cue when dropping a Flashbang.
Dec 9, 2024
Dead by Daylight - Goblin_BHVR


Content

Killer Updates

The Houndmaster - Basekit
  • Chase Command cooldown reduced to 4 seconds (was 5 seconds)
  • Completed Generators now appear light orange to The Houndmaster after charging Search Command (previously Completed Generators were visible at all times)
  • Houndsense Radius only visible to a Survivor when the dog is within 20 meters of them (previously was visible at any range)
  • Survivors afflicted with Houndsense appear with reduced color and opacity outline to The Houndmaster (red tint used to blend too much with Killer Instinct feedback)
The Houndmaster - Addons
  • Training Bell:
    Increased the Survivor aura reveals to 8 seconds (was 5 seconds)
  • Spiked Collar:
    Increase the duration of the Mangled and Haemorrhage status effects to 60 seconds (was 45 seconds)
  • Gunpowder Tin:
    Reduced the action speed bonus to 30% (was 40%)
  • Marlinspike:
    Updated effect to exclude grabbed Survivor from receiving Houndsense (was previously all Survivors within 20m of location of Dog Grab)
    Description updated to reflect change of effect
The Dark Lord - Addons
  • Medusa's Hair:
    Decreased the Hindered penalty to 8%. (was 15%)
    Decreased the Hindered penalty duration to 3 seconds. (was 5 seconds)
The Demogorgon - Basekit
  • Increase Upside Down suggested velocity to 32 m/s (was 28 m/s)
The Good Guy - Basekit
  • Increased Hidey-Ho Mode's cooldown to 14 seconds (was 12 sec)
  • Increased Slice & Dice duration to 1.8 sec. (was 1.2 sec)
  • Decreased Slice & Dice movement speed to 8 m/s. (was 10 m/s)
The Shape - Basekit
  • Increased the Evil Within gain multiplier when stalking from up close to 0.6 (was 0.4)
Killer Perk Updates
  • Human Greed:
    You see Unopened Chests auras and Survivor auras are revealed for 3/4/5 seconds when they enter a 8/8/8-meter range. (was 3/3/3 seconds)
    You also gain the ability to kick chests to close them. This ability has a 10/10/10-second cooldown. (was 30/25/20 seconds)
  • Weave Attunement:
    When any item becomes depleted for the first time each match, it is dropped. You see the auras of dropped items.
    Survivors within 12 meters of dropped items have their auras revealed to you. (was 8 meters)
    Affected Survivors see the item's aura.
    When a Survivor picks up a Survivor item, they suffer the Oblivious status effect for 20/25/30 seconds.

Bug Fixes

Archives & Events
  • Fixed an issue where the challenge "Means To An End" in Tome 6 - DIVERGENCE was not properly tracking progress from successful pallet stuns after a dropped pallet was reset.
  • The Tome 6 challenge Means To An End can now be correctly completed
Audio
  • Fixed an issue that caused Memory Shard idling sound to be audible after collecting it.
  • Fixed an issue that caused the Demogorgon to be able to spam Grunts while interacting with a Glyph.
  • Fixed an issue that caused The Skull Merchant's Radar to persist when inspecting the Radar multiple time.
  • Fixed an issue that caused The Spirit and Yun-Jin Lee to play the wrong menu theme music for their 'Cozy Break' outfits.
  • Fixed an issue that caused The Dark Lord Hellfire's sound to keep playing after getting Stunned during charging.
Characters
  • Fixed an issue that caused the Lute to not dissolve after selecting any item for Aestri Yazar or Baermar Uraz.
  • Updated the animation for Female Survivors: it is now intentional for them to no longer grip the Huntress's axe during the Memento Mori.
  • The Lich's Fly spell can now correctly fly through vaults when the Survivor is on another side
  • Survivors' M1 action to remove The Doctor's Madness no longer randomly fails
  • Getting downed by Deep Wound while in the Struggle phase with a Mimic no longer locks the animation
  • Fixed an issue that caused the Plague to no longer have a cooldown when cancelling Vile Purge.
  • The Cenobite's chains correctly spawn faster while a Survivor blesses a totem while carrying the Lament Configuration
The Houndmaster
  • Fixed an issue that caused the Dog to grab Survivors that are being killed by the Entity during the End Game Collapse.
  • Fixed an issue that caused the Dog's Chase command to always vault if it is next to a vault location in Redirect mode.
  • Fixed an issue that caused the trail boost to have no effect when starting a chase on the search path.
  • Fixed an issue that caused the Dog to get stuck on walls and fail to dash when the Killer quickly sends the dash command on the other side of a wall.
  • Fixed multiple path finding issues with the Dog in various maps.
  • The Dog no longer teleports at the start of a dash.
  • The Dog patrol path can appear above ground level when the patrol is sent to a different elevation.
  • Fixed an issue that caused the Houndsense Killer Effect to be removed when an injured Survivor is grabbed.
  • Fixed an issue that caused the Houndsense Killer Effect timer to reset if a Survivor was hit while having the Endurance effect.
  • Fixed an issue that caused the power not to visually appear on cooldown when spectating.
  • Fixed an issue that caused spectators not to see the reverse Red arrow marker when The Houndmaster points at objects with the patrol ability
  • The Nipping at Your Heels score event is no longer earned twice when the survivor escapes the trial with Houndsense
Environment/Maps
  • Fixed issues of Camera Fade exclusion for the Mori Update feature.
  • Fixed a placeholder textures in the main building tile on the Eyrie Of Crows map.
  • Fixed issues related to the collisions around the Shuttle on the Nostromo Wreckage map
  • Fixed issue in the Raccoon Police Department where collisions were preventing The Nurse, The Houndmaster, and The Cenobite to use their powers properly in the front part of the building
Perks
  • The Corrective Action perk no longer gains tokens on a successful "Snap Out of It" Skill Check from The Doctor.
  • Fixed an issue that caused the Invocation perks to use the wrong input button prompts.
  • Fixed an issue that caused Survivors auras to be missing around a newly created Scourge Hook when using Scourge Hook: Jagged Compass and Scourge Hook: Hangman's Trick while carrying a Survivor.
  • Fixed an issue that caused the Clean Break prompt to be seen briefly after recovering from the Dying State with the Broken status effect.
  • Fixed an issue that caused Unnerving Presence to only affect the first skill check when No Quarter is active.
  • The White Aura of the Invocation Ring is no longer visible to all Survivors after an Invocation has been completed
  • The Dance With Me perk is no longer missing 3 seconds of cooldown
UI
  • Fixed an issue with a superfluous Blood Mark displayed behind the Survivor's HUD portrait icon when a Survivor stuns the Houndmaster's Dog using a Pallet while being chased.
  • Fixed an issue where the Perk Inventory was not instantly refreshed after purchasing a perk in the Shrine of Secrets.
  • Fixed an issue with the Inventory Tooltip in the Tally Scoreboard that could be partially cut-off.
Misc
  • Fixed an issue where unowned perks show up as disabled in the loadout presets with "None Remaining" in tooltip description
Dead by Daylight - CatBHVR
As 2024 is coming to an end, it's already time to reflect and celebrate the games that made your year!

Thanks to your feedback, we've been able to make impactful iterations on live balance and new features that wouldn't have been as successful without the involvement of our players. We can't wait to keep building this world with you for the years to come.

You can now nominate Dead by Daylight in the "Labor of Love" category for the Steam Awards.

You have until December 4 at 1PM ET to nominate your favorite games. Make sure to take a look at all the other categories, 2024 was a year full of incredible releases!

See you in The Fog,

The Dead by Daylight Team
Dead by Daylight - CatBHVR
Dead by Daylight: Doomed Course includes a new Killer, The Houndmaster, and new Survivor, Taurie Cain. Purchasing this add-on unlocks 2 exclusive Cosmetics: The Houndmaster - Titanium Skull & Taurie Cain - Gold Tier.



The new Killer is The Houndmaster.
Cast adrift by a horrific tragedy, Portia Maye arose from the blood with renewed purpose: to inflict unspeakable pain on those who tore her family apart. With her loyal dog forever at her side, her insatiable lust for violence runs deeper than the darkest ocean trench.

The new Survivor is Taurie Cain.
Few react to entering The Entity’s Realm with a smile, but Taurie Cain is not like most Survivors. Raised in the Black Talon, her fascination with eldritch darkness plunged her headlong into The Fog. Despite everything, however, her moral compass remains uncorrupted – for the most part.

The Doomed Course Chapter includes:
  • New Killer: The Houndmaster
  • New Survivor: Taurie Cain
  • An exclusive Cosmetic for the Killer: Titanium Skull
  • An exclusive Cosmetic for the Survivor: Gold Tier

https://store.steampowered.com/app/3261720/Dead_by_Daylight__Doomed_Course/

It’s time to embark. Doomed Course is here.
See you in the Fog,
The Dead by Daylight team.
Nov 28, 2024
Dead by Daylight - Goblin_BHVR

Content

New Killer - The Houndmaster

Killer Power - Scent of Blood
The Houndmaster and her dog operate as one. Her commands are followed without question or delay.

Special Ability: Chase
The Chase Command sends the dog out at high speed. Pressing the Power button again redirects the Chase, pivoting the dog's path. When the dog catches a Survivor, the dog starts a Grab. The Survivor becomes Hindered and is pulled toward The Houndmaster. The Survivor can get free by stunning the dog or can be rescued by another Survivor. Grabs that end without Injury leave the Survivor Hindered. Grab duration is shorter for Survivors with the Endurance status effect.

Special Ability: Search
The Search Command sends the dog to a target location, creating a Search Path. It has its own lullaby and, as it moves, its Houndsense radius rises over distance traveled. Survivors who enter the radius are affected by Houndsense and revealed by Killer Instinct. If The Houndmaster follows the dog’s Search Path, she gains increased movement speed over time. Leaving the Search Path ends the bonus movement speed.

Special Effect: Houndsense
Healthy Survivors affected by Houndsense receive Deep Wounds when Injured. Injured Survivors affected by Houndsense suffer from louder Grunts of Pain and longer Pools of Blood when put into the Dying state.

New Killer Perks:

All-Shaking Thunder
After you fall from a height, your lunge attack distance is increased by 75/75/75% for 8/12/16 seconds.
This perk has a 5/5/5-second cooldown.

Scourge Hook: Jagged Compass
At the start of the trial, up to 4 random hooks are changed into scourge hooks. You see their auras in white.
When a Survivor is unhooked from a non-scourge hook, it becomes a scourge hook.
When you hook a Survivor on a Scourge Hook, the aura of the generator with the most progress is revealed in yellow for 6/8/10 seconds.

No Quarter
When a Survivor reaches 75/75/75% of a self-heal, they are faced with continuous skill checks.
If one of these skill checks is missed or the heal is interrupted, the Survivor becomes broken for 20/25/30 seconds.

New Survivor - Taurie Cain

New Survivor Perks:

Invocation: Treacherous Crows
When in the Basement near the circle, press the ability button 2 to begin the Invocation.
Invocations take 60/60/60 seconds. Other Survivors will see your aura during this and can join an ongoing interaction.
Once the Invocation is completed:
You become injured and broken for the rest of the trial.
When a Survivor is in the Terror Radius and the Killer scares a crow, their aura is revealed to all Survivors for 1/1.5/2 seconds.
Completing the Invocation disables that perk for all Survivors.

Clean Break
After you finish healing another Survivor, while being healed by another Survivor, press the ability button 1 to gain broken.
After 80/70/60 seconds, you become healthy.
This perk does not activate if you are already broken. The effect is cancelled if you go in the dying state.

Shoulder the Burden
Once per trial, as long as you are not on death hook, press the ability button 2 in front of a hooked Survivor to unhook them.
When they are unhooked, they lose 1 hook state and you gain 1 hook state. You also scream and become Exposed for 60/50/40 seconds.

General Updates
  • Decreased the Sacrificial Ward Offering rarity to Common. (was Rare)
Killer Updates

The Dark Lord - Basekit
  • Increase shapeshift cooldown to 3.5 seconds (was 2.5)
  • Vampire Form: Increase Hellfire cooldown to 10 seconds (was 7)
  • Wolf Form: Increase the spawn rate of Scent Orbs to 1 every 5 seconds (was 1 every 6 seconds)
  • Wolf Form: Decrease Wolf's pounce charge time to 0.85 seconds (was 1)
The Demogorgon - Basekit
  • Decrease Portal setting time to 0.85 seconds (was 1)
  • Decrease Portal entry time to 1.35 seconds (was 1.5)
  • Increase Upside Down travel speed to 28 m/s (was 20)
The Demogorgon - Addons
  • Viscous Webbing:
    Increases the Sealing time of Portals by 10% (was 16%)
  • Thorny Vines:
    Increases the Area of Effect of Active Portals by 1 meter
    Increases the Sealing time of Portals by 8% (was 11%)
  • Upside Down Resin:
    Increases the Sealing time or Portals by 20% (was 28%)
  • Lifeguard Whistle:
    Reveal Survivors near active portals without charging Of The Abyss (REMOVED)
    Increases the number of Portals by 2 (NEW)
The Ghost Face - Basekit
  • Decrease Night Shroud's cooldown to 17 seconds (was 20)
  • Decrease the time to Mark Survivors to 4.5 seconds (was 5)
The Ghost Face - Addons
  • "Philly":
    Decreases the time to mark Survivors by 10% (was 20%)
  • Walleye's Matchbook:
    Decrease Night Shroud's recovery time by 3 seconds (was 6)
The Good Guy - Basekit
  • Decrease the Scamper time to 1 second (was 1.3)
  • Increase Hidey-Ho Mode's cooldown to 12 seconds (was 10)
The Good Guy - Addons
  • Rat Poison:
    Decreased range to 6 meters (was 12)
    Decreased duration to 2.5 seconds (was 5)
The Lich - Basekit
  • Decreased Dispelling Sphere's cooldown to 35 seconds (was 38)
  • Decreased Flight of the Damned's cooldown to 35 seconds (was 38)
  • Decreased Fly's cooldown to 25 seconds (was 38)
  • Increased Mage Hand's cooldown to 40 seconds (was 38)
  • Increased the cooldown after cancelling a spell to 1.25 seconds (was 1)
  • Decreased the time Dispelling Sphere disables magic items to 45 seconds (was 60)
The Lich - Addons
  • Pearl of Power:
    Decreases the cooldown of all Spells by 3 seconds after a successful Basic Attack (was 5)
  • Ring of Spell Storing:
    Decreases the cooldown of all Spells by 2 seconds (was 4)
The Mastermind - Basekit
  • Decreased Virulent Bound's cooldown to 5.5 seconds (was 6 seconds)
The Mastermind - Addons
  • Leather Gloves:
    Decreases Virulent Bound's cooldown by 8% (was 10%)
The Shape - Basekit
  • Increased Evil Within I movement speed to 4.4 m/s (was 4.2 m/s)
  • Increased maximum stalk per Survivor to 20 points (was 10)
  • Decreased the amount of Evil Within required to reach Evil Within II to 3 (was 5)
  • Increased the Evil Within gain multiplier when stalking from afar to 1 (was 0.1)
  • Decreased the Evil Within gain multiplier when stalking from up close to 0.4 (was 1)
The Shape - Addons
  • Fragrant Tuft of Hair:
    Increased the Evil Within III requirement to 20 (was 10)
  • Lock of Hair:
    Decreased the Evil Within III requirement to 50% (was 100%)
  • Judith's Tombstone:
    Increased the Evil Within III requirement to 20 (was 10)
  • Tombstone Piece:
    Increased the Evil Within III requirement to 15 (was 7.5)
  • Scratched Mirror:
    Decreases Evil Within I movement speed to 4.2 m/s (NEW)

Killer Perk Updates
  • Distressing:
    Your Terror Radius is increased by 20/25/30%. (was 22/24/26%)
    Gain 100% more Bloodpoints for actions in the Deviousness category. (REMOVED)
  • Dominance:
    The first time each totem and each chest is interacted with by a Survivor, that totem or chest is blocked by the Entity for 8/12/16 seconds. (was 4/6/8)
  • Hex: Thrill of the Hunt:
    For each Dull and Hex Totem remaining on the map, gain a Token.
    Gain 10% more Bloodpoints for actions in the Hunter category for each Token. (REMOVED)
    Survivors' Cleansing and Blessing speed is reduced by 10/12/14% for each Token. (was 8/9/10%)
  • Human Greed:
    You see Unopened Chests auras and Survivor auras are revealed for 3/3/3 seconds when they enter a 8/8/8-meter range.
    You also gain the ability to kick chests to close them. This ability has a 30/25/20-second cooldown. (was 60/45/30 seconds)
  • Languid Touch:
    When a Survivor within 36 meters of you scares a crow, they gain the Exhausted status effect for 6/8/10 seconds.
    This perk has a 5-second cooldown. (was 20 seconds)
  • Weave Attunement:
    When any item becomes depleted for the first time each match, it is dropped. You see the auras of dropped items.
    Survivors within 8 meters of dropped items have their auras revealed to you. (was 12 meters)
    Affected Survivors see the item's aura. (NEW)
    When a Survivor picks up a Survivor item, they suffer the Oblivious status effect for 20/25/30 seconds.
Survivor Updates

General
  • Decreased the time it takes to unlock chests to 8 seconds (10 seconds)
Survivor Perk Updates
  • Ace in the Hole:
    When retrieving an item from a chest, there is a 100% chance that a Ultra Rare (or lower) add-on will be attached to it. (was Very Rare or lower)
    50/75/100% chance to finding an add-on of Uncommon rarity or lower. (was 10/25/50%)
    When escaping, keep any add-ons your item has.
  • Buckle Up:
    Updated the perk's description for clarity.
  • Invocation: Weaving Spiders:
    Description was updated to match the new invocation (Treacherous Crows), but no gameplay change otherwise.
  • No One Left Behind:
    Once the Exit Gates are powered, gain the following effects:
    50/75/100% additional Bloodpoints for healing and unhooking other Survivors. (REMOVED)
    50/75/100% bonus actions speed when healing and unhooking other Survivors. (was 30/40/50%)
    When unhooking a Survivor, they gain a 10% movement speed bonus for 15 seconds. (was 7% for 10 seconds)
    The aura of all other Survivors are revealed to you.
  • Pharmacy:
    When injured, Pharmacy activates (REMOVED)
    Unlocking chests is 70/85/100% faster. (was 40/60/80% faster)
    The hearing distance for noises from unlocking chests are reduced by 20 meters. (was 8 meters)
    Pharmacy guarantees an Emergency Med-Kit upon completing the interaction.
  • Plunderer's Instinct:
    The auras of unopened chests and items in the environment are revealed to you when standing within a 32/48/64 meters range. (was 16/24/32 meters)
    Increases the odds of finding higher rarity items from chests by 50%. (was 14/24/46%)
  • Scene Partner:
    Scene Partner activates when you are in the Killer's Terror Radius.
    Whenever you look at the Killer, scream, then see the Killer's aura for 4/5/6 seconds. (was 3/4/5 seconds)
    There is a chance you will scream again, if you do, you will see the Killer's aura for an additional 2 seconds.
    Scene Partner then goes on cool-down for 40 seconds. (was 60 seconds)
Events & Archives
  • "Bone Chill" seasonal event begins December 12 at 11:00am Eastern.
  • This seasonal event also features an event tome opening at the same time.
Features
Survivor Activity HUD Improvements
  • All activities will now surface their progress on the activity HUD (previously was just Generators and Recovery)
  • A new activity was created to differentiate when a Survivor is Mending or Healing themselves
  • A new activity was created to differentiate when a Survivor is Blessing a totem
  • Some Killer power interactions which were previously missing are now included on the activity HUD
Perk HUD improvement
  • Visual differentiation between a Perk being temporally unavailable from being disabled completely. First time implementation for new Invocation Perk.
Characters' Bio Pages
  • Re-added Power and Perks previews on Bio page
Store
  • Featured Page main carousel can also display Bundles.
  • Featured Page bundle widget is now a carousel that shows Bundles and Collections.
Inbox
  • A new Inbox, accessible from the main menu, replaces the old News section. The Inbox contains two tabs:
    News: key announcements, events info, game modes info, etc.
    Messages: contains messages with rewards to claim and other miscellaneous messages.
  • Notifications:
    The notification on the Inbox icon indicates unread messages or unclaimed rewards.
  • “Read/Claim All” Button:
    Quickly mark all messages as read and claim all associated rewards with a single action.
  • Sticky News:
    Important global announcements now pinned at the top of the News tab.
  • Auto-Deletion:
    News and messages are automatically removed after expiration.
Bug Fixes

Archives
  • Fixed the titles or descriptions of some challenges across various tomes to improve consistency and clarity.
Bots
  • Improved Survivor bot locomotion.
Characters
  • Fixed an issue that caused the Executioner's Cage to sometimes spawn in occupied locations.
  • Fixed an issue that caused the Onryo's Demanifest invisibility duration to be shorter than intended.
Environment/Maps
  • Fixed missing cracks during the End Game Collapse
  • Fixing floating assets on multiple maps.
  • Fixed brief bright light when returning to the Main Menu from the Store.
  • Fixed sudden brief burst of bright light when viewing a Mori.
  • Fixed occurrences of exit tiles not matching themed maps.
  • Fixed a visible seam at the Exit Gates on Ormond Lake Mine.
  • Fixed pools of blood that failed to appear in multiple places on the Ormond Lake Mine
  • Fixed missing textures on multiple tiles of the Ormond Lake Mine
  • Fixed a clipping issue the bridge in Ormond Lake Mine
  • Fixed collision issues on tunnel stairs, tower scaffold ground, and tower tile collisions, on Ormond Lake Mine
  • Reworked complex collisions preventing Killer projectile to pass through on the top floor of the Ormond Lake Mine Building
  • Fixed issues of Camera Fade exclusion for the Mori Update feature
  • Fixed an issue in Lery's Hospital where the Killer could not grab a survivor from one side of a generator
  • Fixed an issue with collision on Ironworks of Misery
  • Fixed an issue with collision on The Underground Complex
  • Fixed an issue with collision on The Nostromo Wreckage
Perks
  • Fixed an issue that caused Hex: Thrill of the Hunt interaction speed values to be incorrect if cleansed before Hex: Undying.
  • Fixed an issue that caused Deathbound not to be disabled when grabbed by the Killer.
  • Fixed an issue that caused Hex: Devour Hope to gain a token when a Survivor self unhooks with the Deliverance perk.
  • Fixed an issue that could cause Survivors to get stuck inside lockers after triggering Dominance.
UI
  • Fixed an issue where cinematics can be skipped by L-stick or R-stick on the controller.
  • Fixed a crash that could occur when using the virtual keyboard.
  • Fixed an issue where the Beginner Tooltip text can be seen overflowing in certain languages.
  • Fixed an issue where the Prestige button's progress bar isn't reacting accordingly to the Bloodpoints balance.
  • Fixed a crash that could occur when equipping and unequipping the banner and badge.
  • Fixed an issue where the Survivor action icon on the player status is missing after spectating the killer in a custom game.
  • Fixed an issue where the blood splatter effect on the player status is missing in various states.
  • Fixed an issue where unnecessary lines appear when opening the event popup.
  • Fixed an issue where playing Mori animation and leaving the store at the same time would make the lobby have a black screen.
  • Fixed an issue that caused the Event Tome to display the incorrect time remaining.
Misc
  • Fixed an issue where platform exclusive outfits cannot be seen by other platform players
  • Fixed an issue that caused Aestri Yazar, Lara Croft, Trevor Belmont, The Lich and The Dark Lord Prestige outfits unlock in wrong order.
  • The Wraith is now correctly able to move and attack after doing certain interactions when using the "The Serpent - Soot" Add-on
  • Fixed an issue that caused Killers to be able to spam the Mori interaction.
  • Fixed an issue that could sometimes cause the screen to flash bright when getting unhooked after being hooked in the Void during the Halloween Event.

Public Test Build (PTB) Adjustments

New Killer - The Houndmaster
POWER
  • Completed Generators now appear light orange to The Houndmaster (enabling Search Command targeting at any point during the Trial)
  • Increased Chase Command acceleration on dog to 32 m/s (was 29 m/s)
  • Increased Chase Command Redirect linger time once dog completes distance to 1 second (was 0.7 seconds)
  • Reduced Chase Command camera transition time from The Houndmaster to dog when activating Redirect to 0.25 seconds (was 0.5 seconds)
  • Reduced Chase Command camera transition time from dog to The Houndmaster after ending Redirect to 0.25 seconds (was 0.5 seconds)
  • Search Command detection zone to target objectives has been increased and should now be easier to aim
  • Search Command cooldown reduced to 0.5 seconds (was 5 seconds)
  • Increased Search Command's starting Houdsense radius size to 2.5 meters (was 1.5 meters and not working as intended on PTB)
  • Increased Killer movement speed bonus while running on Search Path to 6.0 m/s (was 5.2 m/s)
  • Survivors afflicted with Houndsense now appear bright red to The Houndmaster
ADD-ONS
  • Knotted Rope: Basic attack cooldown against grabbed Survivors reduced to 10% (was 40%)
Survivor Perks
  • Shoulder the Burden
    Increased Exposed duration from 30/25/20 to 60/50/40 seconds.
Bug Fixes
The Houndmaster / Taurie Cain
  • Fixed an issue that caused the Patrol Ground Target & Preview Radius to remain visible when the Dog arrives at the Patrol destination.
  • Fixed an issue that caused the Patrol Ground Target VFX not to fade out when the Dog is pallet stunned while on a Patrol command.
  • Fixed an issue that caused the Survivor's HUD to show the Broken status effect while in a Dog struggle.
  • Fixed an issue that caused the Houndmaster not to be able to be blinded by flashlights when the Dog was in front of her.
  • Fixed an issue that caused the Houndmaster to be blinded while in Redirect mode.
  • Fixed an issue that caused the dash to sometimes not occur when using Redirect before the camera gets to the Dog.
  • Fixed an issue that caused the Cancel prompt to appear for the pet Dog interaction if the user's had the Interaction Behavior setting on toggle.
  • Fixed an issue that caused the Dog's Patrol path not to disappear when the Dog was stunned.
  • Fixed an issue that caused the Dog's teleportation VFX to be missing when performing a mori while the Dog was away.
  • Fixed an issue that caused the healing interaction not to be cancelled when starting a Dog struggle.
  • Fixed an issue that caused the Redirect command to be activated while the Killer is mid air.
  • Fixed an issue that caused the Head On perk not to stun the Dog.
  • Fixed an issue that caused Killer Instinct not to linger on Survivors for 2 seconds when detected by the Dog returning from its Patrol path.
  • Fixed an issue that caused the Dog's Patrol detection radius to be smaller than intended.
  • Fixed an issue that caused the rescue Survivor from Dog struggle animation to play only at the end of the interaction.
  • Fixed an issue that caused the Dog to injure Survivors that are moving near vault points.
  • Fixed an issue that caused the Dash Command Dodged score even to trigger for Survivors hit by the Dog's Dash command.
  • Fixed an issue that prevented the Dog from being stunned while the Houndmaster was in Redirect mode.
  • Fixed an issue that caused multiple Houndmaster score events not to have their points reduced after earning them multiple times.
  • Fixed an issue that caused the Dog not to fully jump over a pallet during a Dash.
  • Fixed an issue that caused the Houndmaster to be able to use a basic attack directly after sending a Dash or Patrol Command.
  • Fixed an issue that rarely caused the acceleration not to trigger when walking in a Patrol trail.
  • Fixed an issue that caused the Dog's patrol path to appear above ground level when the patrol is sent to a different elevation.
  • Fixed an issue that caused the aim indicator for the search command to bounce quickly between two distances when looking up and down.
  • Fixed an issue that caused the Redirect chase to only be activated at the end of a Dash command.
  • Fixed an issue that caused the Exhausted effect from the Unfinished Map add-on to continue ticking down while the Survivor sprints.
  • Fixed an issue that caused The Houndmaster's Dog panting to be too loud.
  • Fixed an issue that caused The Houndmaster's voice lines to overlap in the lobby.
  • Fixed an issue that caused The Houndmaster's Dog to perform a growl whenever it landed.
  • Fixed an issue that caused The Houndmaster's to have missing Footsteps while charging a Command.
  • Fixed an issue that caused The Houndmaster's to have missing subtitles.
  • Fixed an issue that caused Taurie Cain to have missing distant screams.
Perks
  • Fixed an issue that caused Survivors to jump unnaturally when placing a Chemical Trap on a pallet.
  • Fixed an issue that caused Scourge Hook: Jagged Compass not to trigger on self unhooks.
  • Fixed an issue that caused No Quarter to give the Broken status effect when stopping a self-heal before reaching 75%.
  • Fixed an issue that caused the external perk icon for No Quarter not to appear during the hard skill check part.
  • Fixed an issue that caused the external perk icon for No Quarter to appear after the hard skill check part.
  • Fixed an issue that caused Clean Break to deactivate when entering the dying state before having triggered the perk.
  • Fixed an issue that caused Clean Break not to trigger while being healed by another Survivor with Clean Break equipped.
  • Fixed an issue that caused the external perk icon for Deathbound not to appear for Survivors when affected by the perk.
  • Fixed an issue that caused Shoulder the Burden and Reassurance to interfere with each others input when near a hooked Survivor.
  • Fixed an issue that caused the Killer's HUD not to show the correct amount of hooks when Survivors use Shoulder the Burden.
  • Fixed an issue that caused Invocation: Weaving Spiders and Invocation: Treacherous Crows not to activate when started at the same time.
Misc
  • The art exhibits in the "Art Gallery" Player Card Banner have had small adjustments
  • Fixed an issue that caused lighting issues in the lobby and Mori preview
  • Fixed a PTB issue that caused wrong loadout presets.
  • Fixed an issue that caused unproper error popup when start steam game without steam account connection.
  • Fixed an issue that caused the Knight Lobby animation to not play properly.
  • Fixed an issue that caused killers to jump backwards when stunned by a pallet.
  • Fixed an issue that caused The Dark Lord to jitter at the end of the Break Pallet animation.
  • Fixed an issue that caused the Hillbilly's shotgun to experience visual desynchronization after crashing into a wall.
  • Fixed an issue that caused Survivors not to be sacrificed to the Entity when hiding in a locker at the end of the End Game Collapse timer.
  • Fixed an issue that caused the Plague's move speed while vomiting to be slower than intended.
Environment/Maps
  • Fixed multiple issues relates to the fading of assets with the integration of the Mori Finisher
  • Fixed an issue in the Temple Of Purgation where Zombies could not reach the Mausoleum tile
  • Fixed an issue in Mother's Dwelling where performance was impacting the loading of the map
  • Fixed an issue in Ormond Lake Mine where killers could not use their powers in the tower
  • Fixed an issue in Lery's Hospital where The Singularity could not deploy biopods in specific tiles
Dead by Daylight - Goblin_BHVR


Welcome to another Developer Update! We will be focusing on the newest content that was tested in the PTB including The Houndmaster and associated Perks. Additional Live Balance changes that were in the PTB will have their feedback addressed in the hotfixes that follow the Chapter release.

Thank you everyone for playing the PTB and providing such thorough feedback.



We received a lot of great feedback regarding The Houndmaster during the PTB and with that we’ve developed the following changes:
  • [Change] Completed Generators now appear light orange to The Houndmaster
  • [New] Survivors afflicted with Houndsense now appear bright red to The Houndmaster
Dev Note: This will allow The Houndmaster to target Generators at unlimited range, wherever she is on the map. This will boost her ability to cover larger areas of the map while running on the search path.
  • [Change] Increased Search Command’s starting Houndsense radius size to 2.5m (was 1.5m ) Important Note: On the PTB this was not working as intended.
  • [Change] Increased The Houndmaster’s movement speed bonus whilst running on the Search Path to 6.0m/s (was 5.2m/s)
  • [Change] The Search Command’s detection zone to target objects has been increased and it should now be easier to aim
  • [Change] Reduced the Search Command cooldown to 0.5s (was 5s)
Dev Note: Search Command had some unfortunate bugs on the PTB, but we were still able to notice it was undertuned. Thanks to your feedback, we realized that it wasn’t particularly excelling at our intention of letting The Houndmaster to move at high speed around the map, or find survivors. We’ve made some significant changes to the movement speed and the Houndsense Radius around Snug! With the reduction in the cooldown time, we’re confident that this will allow the duo to move quickly to a location, find Survivors, and start threatening them with the Chase Command immediately.
  • [Change] Increased the Chase Command acceleration on the dog to 32m/s was 29m/s
  • [Change] Increased the Chase Command redirect linger time once the dog completes distance to 1s (was 0.7s)
  • [Change] Reduced Chase Command camera transition time from The Houndmaster to the dog (and vice versa) when activating Redirect to 0.25s (was 0.5s)
Dev Note: The feedback that we received from the PTB showed that players found the Chase Command fun and satisfying, however the Redirect had issues that needed to be addressed. It feels great to land one, but failing to catch someone often leaves Portia in a less than desirable position, in Suvivors gaining a lot of distance. Whilst it feels rewarding, it does have a very high skill floor, so by increasing Snug’s acceleration it should give Killers more time to turn, aim and send Snug even faster on a second mad dash at a Survivor.
  • [Change] Reduced the percentage of cooldown on the Knotted Rope Add-on to 10% (was 40%)
Dev Note: we realized during the PTB that 40% was incredibly high for this type of add-on and would make it far too strong in conjunction with certain perks. Reducing this cooldown percentage still makes the add-on viable without being overpowering.



  • [Change] Increased the Exposed duration to 60/50/40s (was 30/25/20)
Dev Note: we felt the Exposed time on the perk was too short for how strong the perk can be for trading hook states with another player. We wanted to ensure that the risk / reward factor was more balanced.

We will carefully monitor these changes to The Houndmaster together with the Live Balance changes shown on the PTB and will make any necessary adjustments in the following hotfixes.

The Dead by Daylight Team
Nov 11, 2024
Dead by Daylight - Goblin_BHVR


The beloved 2v8 mode is returning! A lot has changed and since the first version – so much that we couldn’t squeeze it into our regular Developer Update – and we’re going to dive into all of it today.

Before we get started, it’s important to note that everything below only applies to the 2v8 mode and will not affect regular matches.


Cages
  • [CHANGE] Survivors are now sent to cages after being picked up by a Killer rather than by stomping.
  • [CHANGE] When a Survivor is near a caged Survivor, the cage will no longer move even if there is a Killer nearby.
  • [CHANGE] Survivors perform the unhook action 15% faster while a Killer is nearby.
Dev note: Flashlights didn’t serve much purpose in the original version of this mode as there weren’t many opportunities to make a save. Killers now need to pick up a Survivor before sending them to a cage, giving Survivors a chance to use their Flashlight.

To prevent Killers from camping a caged Survivor, the cage would normally disappear and reappear randomly elsewhere in the map. This created some frustrating moments where someone was about to make the save only for the cage to move. We have changed this so the cage no longer moves as long as a Survivor is nearby.



Generators
  • [NEW] Generator repair speeds are reduced by 5% for each generator completed.
  • [NEW] Generator repair speeds are increased by 2.5% for each cage state.
Dev note: 2v8 matches tend to be chaotic and swing heavily in favour of one role or the other. To help keep things from spiraling out of control early in a match, we have introduced a catch-up mechanic. The better the Survivors are doing, the slower repairs will be and vice versa. In a close match, these effects will cancel each other out.
  • [CHANGE] Generator auras are only visible to Killers within 64 meters.
  • [CHANGE] Generators being repaired by 2 or more Survivors are revealed to Killers, regardless of range.
Dev note: With so many generators and Survivors running around, the number of auras being revealed can be overwhelming. These changes will reduce the number of auras shown at any given time and instead highlight important auras when they are necessary.


New Maps
  • [NEW] Added the Family Residence map.
  • [NEW] Added the Dead Dawg Saloon map.
  • [NEW] Added the Father Campbell’s Chapel map.
  • [NEW] Added the Rancid Abattoir map.
  • [NEW] Added the Wrecker’s Yard map.
Dev note: We’ve added additional maps to house these chaotic trials. Like the original set of maps, these have been given the 2v8 treatment, making them larger than usual and featuring additional adjustments such as three exit gates.



Killer Debut: The Blight
  • [NEW] The Blight is now available.
  • [CHANGE] Increased rush speed to 10.5m/s (was 9.2m/s).
  • [CHANGE] Increased slam duration to 2 seconds (was 1.25 seconds).
  • [CHANGE] Increased turn rate to 1.1 (was 0.9).
Dev note: The other killer can be bounced against.


Killer Debut: The Spirit
  • [NEW] The Spirit is now available.
  • [CHANGE] Increased phase duration to 8 seconds (was 5 seconds).
  • [CHANGE] Increased phase recharge rate to 0.66/second (was 0.33/second).
  • [CHANGE] Increased phase movement speed to 1.8 (was 1.6).
Dev note: The other killer is visible while phasing and cannot collide with The Spirit while phasing.



Killer Debut: The Deathslinger
  • [NEW] The Deathslinger is now available.
  • [CHANGE] Decreased reload time to 2 seconds (was 2.6 seconds).
  • [CHANGE] Increased reel speed to 3m/s (was 2.76m/s).
Dev note: If the other Killer hits a chained Survivor, the chain will break.



Class Overhaul
  • [NEW] Reworked all Killer & Survivor Classes.
  • [CHANGE] Killer Classes are no longer tied to a specific Killer.
Dev note: In the next version of 2v8, we have overhauled the Class system from the ground up. Survivors now have powerful activatable abilities, some of which become available later in the match. Killer Classes, meanwhile, have been redesigned and can now be selected on any available Killer.


Survivor Classes now have the following abilities:
  • Class Ability: Providing passive effects to nearby teammates as well as a strong activatable power. The active ability charges over time and gain additional charge when you or another Survivor is uncaged.
  • Info Ability: Granting aura reading capabilities.
  • Unlock Ability: A secondary effect that unlocks after being sent to a cage.
Additionally, Survivors can use their Class Ability charge to pick themselves up from the dying state after recovering.


Killer Classes have the following abilities:
  • Class Ability: Providing bonuses to themselves and their teammate.
  • Info Ability: Providing aura reading or other forms of tracking.
  • Ability to mori the last remaining Survivor in a trial
We’ll delve into each of the available Classes further in this post.

Balancing & adjustments to specific Killers to ensure smooth gameplay in 2v8 still exist, though these are inherent to the Killer rather than their Class.



Refresher: Base Killer Effects
  • [RETURNING] Damaging a generator reveals the auras of Survivors within 20 meters for 5 seconds.
  • [RETURNING] When starting a chase with a Survivor, reveal their aura to the other Killer for 5 seconds. This aura is removed if the other Killer enters a 16 meter radius of the Survivor.
  • [RETURNING] When a generator is completed, Survivors with no cage states are revealed to both Killers for 10 seconds.
Dev note: Though Classes are changing, we wanted to preserve the integral aura reveal when chasing a Survivor from the first version of 2v8. We have also added an aura reveal effect to damaging generators to ensure the mode stays fast paced. These abilities are available to all Killers, regardless of their Class.



Killer Classes


New Killer Class: Shadow
  • Class Ability: When within 32 meters of a teammate, you gain Undetectable. Injuring a Survivors transfers the Undetectable effect to your teammate instead. This ability has a cooldown of 30 seconds.
  • Info Ability: When your teammate initiates chase with a Survivor, reveal the Survivor for an additional 4 seconds.

New Killer Class: Brute
  • Class Ability: Perform the break action 25% faster. Doing so grants a teammate within 32 meters 10% Haste for 8 seconds. This ability has a cooldown of 30 seconds.
  • Info Ability: When damaging a generator, reveal Survivors within an additional 8 meters.


New Killer Class: Enforcer
  • Class Ability: Move 3% faster when chasing an injured Survivor. When a teammate within 32 meters hits a Survivor, they are marked and have their aura revealed to you for 12 seconds. Putting that Survivor into the dying state grants your teammate a 60% lunge increase for 15 seconds. This ability has a cooldown of 30 seconds.
  • Info Ability: When damaging a generator, reveal nearby Survivors for an additional 4 seconds.


New Killer Class: Fearmonger
  • Class Ability: While unseen, gain 5% Haste. When injuring a Survivor more than 16 meters from your teammate, they gain 10% Haste for 10 seconds instead. This ability has a cooldown of 30 seconds.
  • Info Ability: When a generator is completed, reveal the aura of Survivors with no cage states for an additional 4 seconds.



Survivor Classes


Survivor Class: Medic
  • Class Ability: You and Survivors within 8 meters gain a 50% heal speed bonus, and grunts of pain are reduced by 50%. When your ability is fully charged, press the ability button to instantly heal all Survivors within 8 meters by 50%.
  • Info Ability: Reveal the aura of injured Survivors within 128 meters.
  • Unlock Ability: While injured, your scratch marks are suppressed, and your aura is revealed to all other Survivors.


Survivor Class: Scout
  • Class Ability: You and Survivors within 8 meters move 100% faster while crouching. When you see a Killer within 64 meters, reveal their aura to all Survivors. When your ability is fully charged, press the ability button near a dropped or broken pallet to reset or rebuild it.
  • Info Ability: Reveal the aura of Killers performing the break action for 6 seconds.
  • Unlock Ability: Your walking speed is increased by 25% and you make no grunts of pain while injured.


Survivor Class: Guide
  • Class Ability: You and Survivors within 8 meters gain an additional 3% bonus progress from Great Skill Checks, and repair sounds are 50% quieter. When your ability is fully charged, press the ability button to grant nearby Survivors an 8% repair speed bonus for 10 seconds.
  • Info Ability: Reveal the aura of any unrepaired generator within 32 meters.
  • Unlock Ability: When completing a generator, gain a 5% charge per Survivor nearby. The next time you work on a generator, those charges are immediately applied to the generator.


Survivor Class: Escapist
  • Class Ability: When you or a Survivor within 8 meters of you start sprinting, gain 50% Haste for 3 seconds. This causes Exhaustion for 20 seconds and cannot activate while Exhausted. When your active ability is fully charged, press the active ability button to make all rushed actions silent for you and nearby Survivors for 8 seconds.
  • Info Ability: Reveal the aura of pallets and vaults within 16 meters.
  • Unlock Ability: Gain the ability to heal yourself without a Med-Kit at 70% of the normal healing speed.



Killer Updates

With Classes being overhauled, we took this opportunity to touch up some of the available Killers & integrate some of their previous class effects into their base kit. As with everything else in this post, these changes will only apply to 2v8.

The Trapper
  • [NEW] Trap auras are now visible to your teammate.
  • [CHANGE] Increased Haste after setting a bear trap to 15% (was 8%).
  • [CHANGE] Your teammate cannot trigger bear traps. Note: This was previously part of The Trapper’s Class, but is now part of his base kit in 2v8.
The Wraith
  • [CHANGE] Increased action speeds for breaking walls, pallets, or generators and vaulting by 60% while Cloaked.
The Hillbilly
  • [CHANGE] The Chainsaw will now instantly down healthy Survivors.
  • [CHANGE] Decreased Chainsaw turn rate bonus to 30% (was 44%).
The Huntress
  • [REMOVED] Removed the previous 20% Hatchet throw cooldown reduction.
The Nurse
  • [REMOVED] Survivors within 1 meter of The Nurse’s blink will no longer scream.

Until next time…

The Dead by Daylight team
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