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Patch 1.0.5[ | ]

BUG FIXES

  • Fixed an issue which could cause Steam Stats & Achievements to get reset
  • Fixed an issue preventing the trapper from placing traps near sabotaged traps
  • Fixed an issue which could cause killer prestige weapons to flicker in game
  • Fixed an issue that caused the Saboteur perk to decrease sabotage speed when using a toolbox
  • Fixed an issue which could cause survivors to lose pips when the killer leaves the game (known issues with the Tally not properly displaying the pips & blood points status in such cases)
  • Fixed an issue which caused the perk "Whispers" to trigger when near dead or sacrificed survivors
  • Fixed an issue which could render a downed survivor unable to interact or be interacted with if a pickup interaction would fail


BALANCE CHANGES

  • Removed the ability for a survivor to disarm or sabotage traps while walking or running
  • Added a penalty to the wiggle build-up when a killer puts a survivor down

  • Bloodhound: Fresh blood marks can be for 2/3/4 seconds longer than normal (up from 1/2/3)

Our data indicates that Bloodhound is underpowered. In order to make this perk more viable, we have chosen to increase the duration of how long the blood marks are visible. With a longer blood trail, there are more chances you’ll pick up the scent and be able to start your hunt. We kept its powerful synergy with Sloppy Butcher in mind:

  • Sloppy Butcher: Increased the frequency of bleeding for tiers I and II. Decreased the frequency of bleeding for tier III.

We rebalanced the amount of blood spawned when affected by sloppy butcher. We feel the new balance is closer to the intended gameplay: being able to track a survivor. The injured survivor needs to use the environment to break the line of blood splatter using grass and other techniques to obscure their trail until they are healed (or killed). Overall this perk should be more a more viable option for killers’ loadouts at all levels. A good killer at this point should be able to follow the blood trail on most maps.

  • Brutal Strength: Increased barricade destruction speed bonus to 20%/30%/40% (up from 10%/20%/30%)

Brutal Strength is a good perk that is being picked, but not as often as the more popular perks. We have decided that a slight boost should allow for more dynamic play and enough of a boost to merit equipping this perk.

  • Insidious: Decreased time taken to become stealthy to 4/3/2 seconds (down from 6/4/3)

This is one of our favorite perks. However, in its current form, it can be too slow to use with the current pace of the game. The idle time required is often too high a price to pay, especially at level I. We have lowered time required to become stealthy for all tiers of the perk. Survivors, take your time to look around before you do you anything risky!

  • Iron Grasp: Fixed description and decreased wiggle reduction effect to 20%/40%/60% (down from 25%/50%/75%)

We want to add a bit more challenge for the killer when transporting a victim with Iron Grasp. As it currently stands (due mostly to sneaky sabotaging survivors!) we chose not to reduce the time required to struggle out. However, we did reduce the wiggle force reduction to allow survivors to fight back a bit better. We also updated the description of the struggle time effect to match the values that were already in-game.

  • No One Escapes Death: Added a time limit of 120 seconds and reduced movement speed bonus to 3%/4%/4% (down from 3%/5%/5%)

No One Escapes Death is probably one of the game’s most controversial perks, and certainly one of the most often picked. By adding a time limit to the perk, we’re encouraging killers to try a “berserker blitz” where they have to hunt and find survivors as fast as possible, rather than camp strategic points. The very slight movement speed decrease will help some survivors get away during these 2 terrifying minutes. With these changes in place, we believe that this perk will no longer be a “must-have” for every killer loadout, but still be a viable option.

  • Shadowborn: Reduced the field of view bonus for all tiers

This perk has was so strong that it was a no-brainer to always use it, especially given the rarity of flashlight experts out there. The FOV difference should still be high enough to be noticeable and give an advantage to those who use this perk, without being an automatic pick.

  • Spies From The Shadows: Increased odds to trigger the effect to 50%/50%/75% (up from 25%/50%/75%) and increased range to 16/24/36 meter (from 12/24/36)

We believe this perk is fine at tiers II and III but the first tier of this perk could use a boost. Increasing the chance that the crows give a visual cue and increasing the range should make this perk viable even at tier I.

Even though the numbers appear unchanged, they are now added to the base chance rather than acting as a multiplier on them. This will greatly increase the probability of skill checks being triggered when in the terror radius of the killer.

Hotfix 1.0.5a[ | ]

BUGFIX

  • Integrate additional analytics to investigate failures to join lobby & matchmaking

Hotfix 1.0.5b[ | ]

BUGFIX

  • Fixed an issue that caused Unnerving Presence to cause skill-checks on some non-skill-check based charge interactions (recover, open door, ...)

[[EN:Patch Notes 1.0.5]

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