Dead by Daylight Update Changes 20 Perks and 4 Killers

Dead by Daylight Update Changes 20 Perks and 4 Killers

As a long-time survivor of this deadly game, I must say the recent changes have certainly shaken things up! The Drones are always on the move now, making it harder for us to slip past unnoticed. But fret not, agile survivors can still outmaneuver them with their swift vaulting skills.


In a week, the latest update for “Dead by Daylight” will be released, and it’s all about revamping the Mori kill system where Killers can execute a Survivor or two under certain circumstances. Behaviour Interactive has been brainstorming ideas for the Mori system for approximately a year, and this time around, they’ve found a balance that should make both Survivors and Killers happy. This update also brings adjustments to 20 different perks, with an equal distribution between Survivors and Killers, as well as changes for four specific Killers.

The perk changes are plentiful given that 10 for the Survivors and 10 for the Killers were adjusted, but the Killer-specific changes are a bit easier to track. The Hillbilly, the longtime Killer who was one of the first to be playable to Dead by Daylight, got nerfed while the Skull Merchant continues to be an in uncertain space as Behaviour further changes her kit to figure out what kind of Killer she needs to be. The other two Killers who were changed in this week’s update were the Unknown and the Twins.

As a devoted follower of Dead by Daylight, here’s what I noticed after updating the game:

Killer Perk Updates

Blood Echo: Upon hooking a Survivor, their wounded companions experience Hemorrhage and Exhaustion for 20, 25, or 30 seconds (previously 45 seconds). The Blood Echo ability doesn’t have a cooldown anymore.

Dead Man’s Trap: When attaching a Survivor, the Dead Man’s Trap becomes active. The first Survivor who stops working on a generator summons the Monster to halt their progress for 40, 45, or 50 seconds (previously 35, 40, or 45 seconds). Note that the Dead Man’s Trap cannot be triggered if it is currently interfering with a generator.

In Deathbound, when one Survivor revives another, it triggers Deathbound and they both let out a piercing scream. If the healer is beyond 16 meters, 12 meters, or 8 meters from the survivor they just healed, they become Oblivious to their surroundings. This oblivion persists until they lose a health state. (Previously, this state lasted for 60 seconds)

Genetically-Imposed Limitations: Whenever a Character experiences a loss of health, they become afflicted with the Exhaustion Status for 6, 7, or 8 seconds (previously, this lasted for 24, 28, or 32 seconds following a healing action).

In this game, the final three to five jumping points that players often use to quickly move forward are barricaded by the game’s entity. This blockade remains in place until the hex totem is purified. Initially, this state lasted for 14, 17, or 20 seconds.

Whenever a Survivor executes an unhook action, their healing rate decreases by 30%, 40%, or 50% for a duration of 30 seconds (previously, it was based on tokens, and the reductions were 3%, 4%, or 5%).

Machine Learning: Damaging a power generator makes it malfunction, rendering it Inoperative. At any given moment, only one generator can be in this state. (Removed the requirement to activate the perk) Once an Inoperative generator is repaired, you become Invisible and receive a 10% boost in Speed for 40/50/60 seconds. This bonus cannot be combined.

In the game of Predator, when a Survivor successfully evades pursuit, their presence is highlighted for 6 seconds.

THWACK!: With each strike on a pallet or fragile wall, deduct one token. (NEW) If survivors are within 24 meters, they’ll yell out, exposing their position for 3, 4, or 5 seconds (previously 28, 30, or 32 meters and 4 seconds). (NEW) Hooking a survivor restores one token.

Zanshin Tactics: Uncover the radiance of pallets, windows, and unbreakable walls within a range of 32 meters. When survivors vault over pallets, their locations will be exposed to you for durations of 6, 7, or 8 seconds (new feature).

Survivor Perk Updates

Quick Recovery: Following your unhooking, the ability called Blood Rush becomes active for the next 40/50/60 seconds. When you’re in an Exhausted state, you can press Button 1 to immediately recover from it. This Blood Rush ability deactivates either when used or while performing a noticeable action. However, it gets turned off completely once the exit gates are powered up.

As an enthusiast, I’d rephrase it like this: In the game, you begin with 1 to 3 tokens and earn a token, up to a maximum of 5, each time you perform a Great Skill Check. When a survivor fails a Normal Skill Check, a token is used, transforming their failed attempt into a Good Skill Check. Previously, this was only applicable for cooperative repairs. Furthermore, their aura will be visible for 6 seconds, 6 seconds, or 6 seconds, depending on the situation (new addition).

As a gamer, I kick off with a single token in my arsenal. Whenever an opponent tries to sense me, I can use a token to conceal my telltale signs – scratches and aura – for either 8, 10, or 12 seconds. The longer I manage to evade pursuit for 30 seconds at a time, the more tokens I accumulate, up to a maximum of two.

Focus Within: Spotting Scratches on Other Survivors: Every time another Survivor suffers a health reduction, their location briefly becomes visible to you for 6/8/10 seconds (The visibility range is not specified).

Lucky Escape: When you take shelter in a locker, refrain from making any signs of discomfort. As soon as you step out of the locker, you don’t make any sounds or leave blood trails for 30 seconds without revealing your presence to the generator, other Survivors, or causing any injuries (previously 10 seconds). The Lucky Escape ability will then be on a cool-down period of 40/35/30 seconds.

When you initially begin fixing a generator, expose the Killer’s aura for a duration of 6 seconds. (When starting repairs on a generator, the killer’s aura will be visible for 6 seconds.)

Swift Strategy: In pursuit, perceive the glow of nearby Survivors. (Removed the proximity condition) When any Survivor is repairing a generator, they receive a boost in repair speed by 3%, 4%, or 5%. (Was 6%, 7%, or 8%) Swift Strategy becomes unavailable for use again for 60 seconds each time a health state is lost. (NEW)

Collaborative Sneak: When another Survivor heals you, the two of you leave no trace of your passage as long as you remain within 8/12/16 meters. This stealthy state lasts for 4 seconds after moving beyond that range. However, this effect cannot be cumulative with multiple healers. (Previously had a cooldown and was effective up to 12 meters, now effective without a cooldown and up to 16 meters.)

Collaborative Healing Boost: Whenever you heal another Survivor, the two of you receive a 5% Haste boost as long as you remain within 8/12/16 meters distance. The effect persists for 4 seconds even after moving out of range, but it cannot be cumulated with multiple applications. (The cooldown has been removed, was previously 12 meters)

In a Crisis Situation: Boosting Recovery Rates: When reviving a fellow Survivor on the brink of death, your healing rate accelerates by 50% more than before (previously at 100%). Upon successful revival, they receive an Endurance Buff that lasts for either 6, 8, or 10 seconds. This buff comes with a 30-second recharge period. (Conditions for triggering this effect have been simplified)

Killer Updates

The Hillbilly – Basekit

  • Decrease Overdrive dissipation buffer to 8 seconds (was 15 seconds)
  • Decrease Overdrive chainsaw sprint speed to 12 m/s (was 13 m/s)
  • Decrease Overdrive charges gained when revving to 1.5/second (was 2/second)
  • Decrease Overdrive charges gained when sprinting to 1.5/second (was 2/second)
  • Increase the Chainsaw miss cooldown to 2.7 seconds (was 2.5 seconds)

The Hillbilly – Addons

  • Discarded Air Filter: Decrease rarity to Common (was Rare)
  • High-Speed Idler Screw: Decrease rarity to Uncommon (was Very Rare)
  • Dad’s Boots: Increase rarity to Rare (was Common) Increases the Chainsaw Sprint turn rate by 20% (was 30%)
  • Spiked Boots: Increase rarity to Very Rare (was Uncommon) Increases the Chainsaw Sprint turn rate by 30% (was 45%)
  • Lo Pro Chains: Chainsaw hits within 5 seconds of breaking a pallet inflict Deep Wound on Injured Survivors (instead of the Dying State)

The Skull Merchant – Basekit

  • The Skull Merchant no longer gains Haste from Survivors having a Claw Trap.
  • Survivors who are fast vaulting can no longer be detected by Drones.
  • Drones are always in the active state. (NEW)
  • Decrease the number of scan lines to 1. (was 2)
  • Drone scan lines are only visible within 16 meters. (NEW)
  • The Skull Merchant gains 5% Haste for 8 seconds when scanning a Survivor within 5 seconds of deploying a drone or changing a Drone’s rotation. (NEW)
  • Increase the Drones’ rotation speed to 95 degrees per second. (was 85)
  • Decrease the Hindered penalty when scanned while having a Claw Trap to 8%. (was 10%)
  • Decrease the Survivor immunity period after being scanned to 2.5 seconds. (was 3)
  • Decrease The Skull Merchant’s movement speed when deploying a Drone or inspecting her Radar to 4.4 m/s. (NEW)

The Skull Merchant – Addons

  • Ultrasonic Speaker Decreases immunity period by 10% (was 25%)
  • Vital Targeting Processor: Increases Hindered from scans by 2% (was 3%)
  • Expired Batteries: All Survivors start the trial with a Claw Trap, which has 50% normal battery life. Claw Trap battery life increases by 10% for each Claw Trap received, up to 150%. (Note: After the initial Claw Trap of 50%, the next Claw Trap starts at 100% battery life)

The Twins – Basekit

  • Increase the cooldown when Victor is crushed to 20 seconds (was 15 seconds)
  • Increase the cooldown when Victor downs a Survivor to 3.2 seconds (was 2.7 seconds)

The Unknown – Basekit

  • Decrease to Teleport movement speed Recovery to 1.4 seconds (was 1.7 seconds)
  • Moved Survivor body texture effect from UVX Airborne Hits to successful UVX Weakened Hits (Weakened Survivors should now have more visual information to track if they have become or are still afflicted by Weakened)

The Unknown – Addons

  • Blurry Photo: After Teleporting, regain full Movement Speed 15% faster (was 50% faster)
  • Vanishing Box Survivors who complete generators become Weakened against UVX Increase Hallucination spawn time by 80% (NEW)

Events & Archives

  • Level 1 of Tome 21 – DOMINUS opens October 8, 11:00am Eastern.

Map Updates

  • Springwood Added a window in the dead end generator room as a new escape option for Survivors.

Features

  • Cypress Mori is now included as part of the killers basekit abilities, giving the killer the ability to mori the last survivor alive in a trial.
  • Match Details screen now shows the connection status of the Killer player as well as the normal Survivor players.
  • Players can Preview Moris at the Rift Pass

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2024-10-08 20:10