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Dev Update (April 2023)

Developer Update | April 2023 - BHVR

Developer Update | April 2023



It’s been a little over a week since the Tools of Torment Mid-Chapter hit the Public Test Build (PTB), the server where we test out and fine tune upcoming changes before pushing them live. As always, our team has been combing through your feedback and identifying room for improvement before the update debuts on live servers. 

We want to start by giving a huge thank you to everyone who took the time to leave detailed and constructive feedback. Thank you! Your feedback has helped shape this update’s release. In this month’s Developer Update, we’ll reveal all of the changes we’ve made to the Mid-Chapter between the PTB and live releases. 


Healing 

Possibly the hottest topic since it was announced, the PTB raised the base healing time to 24 seconds from the usual 16 seconds. Some tweaks were made to Med-Kits with this in mind. Changing such a fundamental part of the game is a very touchy subject, so we kept an extra close eye on this change to see how it would play out. 

After reviewing player feedback, we found that many of you agreed that the speed which you heal others was already in a good spot prior to the update. This change also had knock-on effects elsewhere in the game, making effects like Mangled and Hemorrhage stronger and making ‘slugging’ (leaving Survivors in the dying state) even more effective. 

Therefore, we have reverted the base healing time to 16 seconds

On the other hand, we found there was a lot of support for tuning down Med-Kits in particular. Med-Kits allowed Survivors to heal themselves multiple times whenever it was convenient to them, leaving their teammates free to work on Generators while they do so. We have decided to shift our focus to Med-Kits with a series of changes. 

First and foremost, all Med-Kits will have a total of 24 charges (the same as the PTB). 

Second, we’ve increased the healing speed bonus when healing others across all Med-Kits. The new bonus is as follows: 

  • Camping Aid Kit: Increases the speed that you heal others by 35%,  
  • First Aid Kit: Increases the speed that you heal others by 40%. 
  • Emergency Med-Kit: Increases the speed that you heal others by 45%. 
  • Ranger Med-Kit: Increases the speed that you heal others by 50%. 

Third, all Med-Kits will now have a 33% speed and efficiency penalty when used for self healing. This will reduce the number of times a Med-Kit can be used to heal yourself and make it take longer to do so. This means that a Med-Kit will by default grant one self heal over the span of 24 seconds (before factoring in Add-ons). 

Combined, these changes will decrease the power of Med-Kits when used for self healing, but increase their power when used for healing teammates in return. (We all know you’ll probably continue using them for self heals, but at least the choice is there!) 

Last but not least, in light of the tweaks above, we’ve made some adjustments to various Med-Kit Add-ons: 

  • Rubber Gloves: New effect – Increases the Great Skill Check success zone by 10%. 
  • Butterfly Tape: Increases healing speed by 5% (was 3%). 
  • Sponge: New effect – Increases the Great Skill Check success zone by 20%. 
  • Needle & Thread: 
  • Added effect – Increases progression bonus for succeeding a Great Skill Check by 5%. 
  • Removed effect – No longer provides bonus Bloodpoints for hitting Great Skill Checks. 
  • Medical Scissors: Increases healing speed by 10% (was 12%). 
  • Surgical Suture:  
  • Added effect – Increases progression bonus for succeeding a Great Skill Check by 10%. 
  • Removed effect – No longer provides bonus Bloodpoints for hitting Great Skill Checks. 
  • Abdominal Dressing: 
  • Increases healing speed by 15% (was 20%). 
  • Rarity increased to Very Rare (was Rare). 
  • Gel Dressings: 
  • Adds 16 charges to the Med-Kit (was 14). 
  • Rarity increased to Ultra Rare (was Rare). 
  • Anti-Hemorrhagic Syringe: While this Add-on is unchanged, please note that its healing speed will be reduced by the Med-Kit self healing penalty (resulting in a 24 second heal by default). 

We hope these changes will tone down Med-Kits when used for self healing while making them more appealing for altruistic heals. 


The Hillbilly 

On the PTB, we tested out some changes for The Hillbilly, both toning down the overheat mechanic and adjusting two of his top performing Add-ons. While the overheat mechanic felt less oppressive, many of you raised concerns with the changes to the Engraving Add-ons, reminding us that these Add-ons allowed The Hillbilly’s power to be used in more situations. This overshadowed the overheat adjustments and made the whole package feel like a downgrade. 

For the release, we have reverted the changes to the Death Engravings and Doom Engravings Add-ons

We have kept the tweaks to the overheat mechanic to make it less limiting than before, making The Hillbilly feel better to play. 


Perks 

The PTB featured updates to various Perks, including some meta options for both Killer and Survivor. When it comes to toning down a powerful Perk, some level of contention is expected. But with that said, we’ve heard some very convincing arguments for a few of these perks, so we have done some fine tuning before the changes go live. 

Dead Hard 

Since reducing the Endurance effect any further would make Dead Hard too finicky to use, we instead opted to limit the number of times it could be used by requiring a safe unhook to activate the Perk. While this had the intended result of limiting the number of times it appeared in the match (and prevented it from being used in the first chase of the match), some of you pointed out that this new design indirectly encouraged the Killer to chase the unhooked Survivor. This makes a lot of sense; the unhooker may have activated their Dead Hard, but you can be sure that the unhooked Survivor does not have it. 

For the update’s release, we have changed Dead Hard to instead activate when you are unhooked or unhook yourself. This way, the unhooked Survivor becomes less of a clear target for the Killer. 

Scourge Hook: Pain Resonance 

On the PTB, Pain Resonance was changed to only activate the first time each Survivor is placed on a Scourge Hook. This change was specifically made to reduce the number of times Pain Resonance could activate in a given match, especially later in the match when one or more Survivors were likely to be sacrificed. While this did have the intended result, many pointed out that this left the Perk in a fairly weak state, not quite stacking up to other regression Perks. 

Considering Scourge Hook: Pain Resonance can now only activate four times in a match and requires the Killer to target different Survivors, we feel comfortable making it more rewarding for Killers who choose to take on the added challenge. 

Therefore, we have increased the regression amount of Scourge Hook: Pain Resonance to 15/20/25% (was 11/13/15%).  

We hope those who choose not to chase the unhooked Survivor will find this perk much more rewarding. 

Boon: Circle of Healing 

Since this Perk no longer grants the self-heal ability, Circle of Healing found itself in an awkward spot. The altruistic heal speed bonus was nice, but when you crunched the numbers, Circle of Healing rarely provided any benefit. A 50% healing speed bonus would only shave roughly 5 seconds off of a heal, but it’s easy to spend that much time running over to the Boon’s area of effect- and that doesn’t even begin to factor in the time it takes to set up. 

With this in mind, we have increased the healing speed bonus on Circle of Healing to 50/75/100% (was 40/45/50%). 

While this won’t make setting up or running to the Boon the optimal choice in every situation, we expect this to make it more impactful if the Boon is nearby. 

Autohaven Wreckers 

Last but not least, we managed to sneak one more change into the Autohaven Wreckers map updates. A while back, we added some new tiles to the realm. One of these new tiles- which featured a window and pallet- ended up being fairly unsafe. We rebalanced this tile, but it unfortunately didn’t make it into the PTB in time. However, an updated version of this tile will be available upon release. Take a look! 


With that, we’ve reached the end of the Developer Update. We want to once again thank everyone who gave the changes a try and left detailed and constructive feedback. Our team will continue to keep a close eye on things once the update goes live to ensure that everything goes smoothly. 

Until next time… 

The Dead by Daylight team 

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Comments

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,705

    I'd imagine that, unlike OTR, DH stays when doing a conspicious action. You can still run both when you use OTR as an anti-tunnel measure and DH as a regular chase perk.

  • Crowman
    Crowman Member Posts: 9,516

    At that point, it's not really an anti-tunnel perk since you aren't actually being tunneled. Dead Hard was never an "anti-tunnel" perk, so it's weird for the devs to try to balance it as one.

  • CakeDuty
    CakeDuty Member Posts: 999

    Hey Mandy! Thank you for listening to feedback and making these awesome changes! I have just one question. Will DH only deactivate on succesful use (like it said in the OG developer update) or will it deactivate even if it fails, like in the PTB? People weren't sure if it was a bug or not

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 23,166

    No that was never a thing, that was just a mistake with the wording

  • Marik1987
    Marik1987 Member Posts: 1,700

    Well done! Healing got nerfed in form of "free self heals" without losing its importance. The support healing is the best way. Other perks like Better than new will become more popular... maybe.

    Pain Res now rewards the killer for splitting hooks, so its a real reward for not tunneling. Very good. Kinda old pop without kicking for 4 times. Nice.

    Overall a very good Patch.

  • Jarky
    Jarky Member Posts: 613

    I love these changes - addressed the two main issues I had with the PTB (altruism and Billy's engravings). Appreciate BHVR acting on the feedback so soon.

  • Science_Guy
    Science_Guy Member Posts: 2,029

    At the very least, these are significantly better than what was in the PTB. Which is still damning with faint praise, but it's something.

  • Trollinmon
    Trollinmon Member Posts: 691
    edited April 2023

    Shame no big meta shake-up, but PR changes look great with the base healing at 16. 4 hooks on all different survivors is equal to getting 6.6 old PR procs. Should be way better early game.

    Post edited by Trollinmon on
  • Nirgendwohin
    Nirgendwohin Member Posts: 1,251

    Nothing to complain this time!

  • Shroompy
    Shroompy Member Posts: 6,666

    Im speechless.. This is quite literally EVERYTHING and I mean EVERYTHING I wanted changed from this patch AND MORE.

    Well done BHVR. Well. Done.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,761

    DH is better then OTR because you can go on generators while having dead hard. To me, it just cements that Dead hard being top meta is going to stay. The killer perks got nerfed pretty hard though so generator going fly faster and because the healing change is complete revert, they went back on their idea to spread pressure.

  • Mooks
    Mooks Member Posts: 14,794

    The communications and adjustments on this PTB and community feedback actually feel really great!

    I also think especially multiple minor changes on perks, addons, powers -even if overadjusted in PTB and (partly) reverted- were needed at this point and hope you keep them coming like this in future PTBs!

  • solarjin1
    solarjin1 Member Posts: 2,144

    THE HILLBILLY LIVE ON!!!!!!!!!

  • Octi
    Octi Member Posts: 3

    I think leaving self healing at 24 or even 20 secs would've been a better choice while keeping altruistic heals at 16. Self healing in 16 secs or less, even if it is just once it's still potentially once per survivor and a coordinated team can certainly take advantage of that as we've seen over the years. Out of everything in this update, that's my biggest gripe. Not sure why removing the bonus bloodpoint add on effects was needed but alright ig. Abdominal and gel dressings getting a rarity increase is a nice touch, theoretically making stronger add ons less common. Thank god engravings are getting reverted, this shows BHVR are willing to listen to vital feedback. (Still odd that they thought of it in the first place tho.) Dead hard not being a thing in your first chase is a good thing all around. Pain res & CoH remain viable while not too overwhelming. Reworked tile is a welcome change as it leaves more room for player interaction and mindgames.


    Overall a very pleasing post to read BHVR. Good job!

  • GolbezGarlandGabrant
    GolbezGarlandGabrant Member Posts: 979

    So the brown Bandages addon are removed? Even less bloodweb clutter is great.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,898

    I don't think so, it was still there on the PTB. It just wasn't changed. They did the same thing with the PTB patch notes, they only mentioned the addons that had actually received changes (which was all of them except for 2).

  • MrDardon
    MrDardon Member Posts: 4,033

    I don't think they're removed, they just didn't change. No point in mentioning them if they're not changed.

  • GolbezGarlandGabrant
    GolbezGarlandGabrant Member Posts: 979

    Ah ok. Thank you.

  • philward1953
    philward1953 Member Posts: 208
  • EVILMIZ
    EVILMIZ Unconfirmed, Member Posts: 1

    Im crying, im throwing up, I am shaking

    I am so glad they actually listened to us on the healing! I am ENTIRELY happy with these changes to medkits, the boon buff makes it worth using as well so I dont mind the self care being gone either

  • inumakiss
    inumakiss Member Posts: 3

    so yall hate survivors fr ... dead hard didn't need the nerf it was already easy to bait it and no to mention that a lot of times it didn't even worked, this is ridiculous bring back dead hard to what it was, now its gonna be more useless than what it was in the ptb.


    about circle of healing i still think this is wrong, it should've been nerfed by having tokens (3 o 2) so after that you couldn't set a boon anymore.

  • Madjura
    Madjura Member Posts: 2,460

    The best part of the update is this:

    (We all know you’ll probably continue using them for self heals, but at least the choice is there!) 

    Not the change to medkits, the acknowledgement / communication that the developers are aware of this.

    Communication and explaining thought processes behind changes is very important. Please keep doing this, it's great.

  • Seraphor
    Seraphor Member Posts: 9,389

    Excellent compromises all round. Nothing to add really, you fixed every problem.

  • lav3
    lav3 Member Posts: 771
    edited April 2023

    I don't understand why Call of Brine didn't get any rebalance.

    Also Circle of Healing seems bit busted. Even if you can no longer self-heal inside boon area, aura sharing effect is gonna be added.

  • Mythonik
    Mythonik Member Posts: 1

    If you're going to insist making things harder than they already are for solo q players like myself, then AT LEAST make medkits stackable with CoH again. As the "random" to a three man SWF, my teammates rarely left their gens or even leant out a hand to me in plenty of matches. I would stand in the boon, be visible to them, and waste precious time standing around doing nothing but waiting for someone to come when – big surprise! – no one did. It made it all the easier for the killer to tunnel me out first and significantly reduce my enjoyment in the PTB since I spent it injured, slugged, or cursing the medkit as my only way of healing 80% of the time, and even then a full heal was debatable when accounting for Sloppy and mangled.


    Not every player in the community is altruistic and none is more clear than when your only way of playing is solo. Farming off the hook is still very much a thing, ignoring an injured teammate asking for a heal by crouching down next to a gen is still very much a thing – taking other healing perks is a gamble and a half as well. Healing by Inner Strength takes away boon placements if other players have a boon and I have no way of knowing because we are both solo, Self-Care takes a significant chunk of time, even with Botany Knowledge stacked. When you're playing Solo, every second matters cause time spent healing outside a boon area is time spent where a teammate could accidentally be bringing the killer to you – and who will the killer target if given chance? The injured person over a healthy one. With a clear boon placement then at least the chased survivor knows to not lead the killer to the general radius of it and get their teammates killed if they can see they are healing on the HUD. Stripping that from CoH and making healing in scattered areas more common makes more misery for solo queue. I don't want to have to go to the corner of the map again to heal.

    No match should be competitive. I don't want to feel like I'm constantly on high demand to not only survive the killer, but also survive whichever brand of teammates I get chalked with or against.

  • Emoba
    Emoba Member, Alpha Surveyor Posts: 514

    Dead Hard is even deader. End of an era. Also, please fix the hook screams this time.

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    Overall, good changes. Pain Ress will probably still be meta but it's more healthy perk now, DH is now granted after being hooked so you can't use it the first chase(s), very nice. Med-kits are still slower to heal yourself, but the default healing others is the same, good. Hillbilly isn't getting nerfed, good.

    Now, the only thing I mind is that Twins will have even harder time againts CoH again and CoB perk is dead. -75% is still insane nerf, that perk is dead, with Overcharge probably as well.

  • Pulsar
    Pulsar Member Posts: 20,783

    It's 25% per Survivor.

    That's still a HUGE amount of regression.

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,705

    Hardly.

    If anything, it became easier to acquire. It can’t be stolen from you by someone snagging the unhook, ala deliverance.