November Dev Update!
Developer Update | November 2023 - BHVR
Developer Update | November 2023
By PeanitsLast Updated: 2:55 pm
The end of the year is almost upon us, but we’ve still got news to share. In this Developer Update, we’ll cover some of the new features and balance changes making their way to the game in our next update, including a new customization option, a sizeable update to an existing Killer, and gameplay passes for two Realms.
Player Cards
A new customization option has arrived! Player Cards are decorative banners and badges which appear in the top right corner of various menus. Your Player Card will also be featured in the post-match scoreboard so other players can see them as well.
Banners and badges can be mixed and matched as you please, and higher rarity ones will be more detailed with some even being animated. Like other cosmetics, you’ll be able to be earn them in various ways, such as events, the Rift, through login rewards or promocodes, and so on.
With this update, we’ve also cleaned up the menus and moved your player level and grades to a new Player Profile screen, accessible by clicking on your badge.
A small selection of Player Card options will be available starting with this update, but you can expect to see a wider range of choices appearing over time.
The Trickster
When he’s not working on his next album, he’s following his other passion: Throwing a boatload of knives at Survivors. In this update, we’re aiming to address points of frustration for both sides. For Killers, many feel like The Trickster doesn’t quite stack up to the other ranged options. For Survivors, dodging Blades could feel inconsequential since so few would injure you, making it feel unavoidable. We’ll be making a series of balance and quality of life changes to our resident rapid fire ranged Killer.
Rapid Fire
The Trickster’s fast-paced attacks are what set him apart from other ranged Killers, so we wanted to focus on this rapid fire ‘machine gun’ gameplay for this update. We asked ourselves: What’s better than throwing a bunch of knives? Answer: Throwing even more knives.
The Trickster now throws 4 Blades per second (was 3 Blades per second) by default, and his throw rate no longer increases with each Blade thrown.
To keep this feeling fair for Survivors, we have also increased the laceration meter to 8 hits (was 6), as well as decreased the time before it decays to 10 seconds (was 15). This means that the laceration meter will fill at the same rate as before, but successfully dodging Blades will be a little more rewarding.
Lastly, recoil when rapidly throwing Blades can be tricky to deal with, particularly for those playing with a controller. Therefore, we have removed recoil entirely.
This will make your Blades easier to control, making them more skill dependent. The downside: You won’t be able to blame the recoil for that Blade you missed.
Fast Paced
To compliment his quicker throws, we have also reviewed The Trickster’s movement speed. The Trickster now moves at 4.6m/s by default (was 4.4m/s). This puts him on par with other fast Killers, and as a result, The Trickster’s Terror Radius has been increased to 32m (was 24m).
This will not only help him close the gap during a chase, but also spend less time traversing the map looking for his next target.
Combined, these changes will leave The Trickster feeling much more agile and fast paced.
Main Event
Main Event allows you to throw even more Blades even faster. However, this required you to hit quite a few Blades to activate first, taking several chases to charge up. This made it feel fairly rare for the Killer, but also made it a little frustrating if you happened to be the unlucky Survivor to be caught when it was finally activated. As a result, we are making the following changes:
- Main Event now requires 6 Blades to charge (was 30).
- Main Event’s duration has been reduced to 5 seconds (was 10).
These changes will make Main Event available much more often but require the Killer to use it strategically to take advantage of it.
Add-ons
Lastly, we have reviewed the effects of a handful of his Add-ons:
- Memento Blades: New Effect – Decreases time between Blade throws by 5%.
- Inferno Wires: Increases duration of Main Event by 40% (was 25%).
- Ji-Woon’s Autograph: New Effect - Decreases the number of Blades required to charge Main Event by 1.
- Tequila Moonrock: Increases duration of Main Event by 60% (was 50%).
- Fizz-Spin Soda: New Effect - Decreases the number of Blades required to reach Main Event by 2.
- Waiting for You Watch: Increases the duration of Main Event by 0.25 seconds for each Blade hit while it is active (was 0.4 seconds).
- Iridescent Photocard: New Effect - For each consecutive Blade hit, gain a stackable 1% Haste effect, up to a maximum of 7%. This bonus is lost when missing a Blade or putting a Survivor into the dying state.
Made For This
Even a small speed boost can make a big difference in the right hands, making some Survivors very difficult to catch. Since Made For This would activate as soon as a Survivor became injured, this Perk would often be unavoidable. To make this fairer and create opportunities for Killers to play around it, we have added an additional condition to the Haste effect.
After healing another Survivor, gain the Endurance Status Effect for 6/8/10 seconds (unchanged). While you are affected by Deep Wounds, you run 3% faster. Since this is much more situational, this effect now applies while Exhausted as well.
With this change, the Killer can potentially prevent Made For This’ speed boost from activating entirely by avoiding inflicting Deep Wounds on that Survivor. This also ties both of Made For This’ effects together, granting a way to gain Deep Wounds in order to make use of the Haste effect.
Garden of Joy
Joy for some, at least. We have gathered and reviewed feedback for the Garden of Joy map, and in this update, we’ll be making a series of changes to improve gameplay.
First, we turned our attention to the windows of the large house. Previously there were several strong windows which granted Survivors plenty of distance each time they were vaulted, making some chases drag on. We have reviewed the layouts of these windows & breakable walls to make chases in this building fairer.
Second, we have rebalanced several pallet loops to bring them closer to the sweet spot where they are both useful to Survivors and have the potential for Killers to play around them. We have also cleaned up certain loops and removed some small objects which players might bump into by mistake.
Lastly, we have made a few art changes throughout the map to both improve visibility of objects which block your path and introduce small pieces of lore throughout the environment.
Red Forest
The Red Forest is home to both Mother’s Dwelling and the Temple of Purgation. We have similarly reviewed feedback for both maps and are making a series of changes to improve gameplay on them as well.
First and foremost, size: These two maps are some of the largest in the game. This can cause some gameplay issues, costing the Killer a lot of time to cross from one end to the other in search of Survivors. We are reducing the size of both maps to bring them more in line with the rest of the Realms.
Second, we’ve reviewed various pallets loops and reduced the amount of vegetation surrounding them, making it easier to identify loops at a glance.
With that, we’ve reached the end of this Developer Update. Everything mentioned in this post will be available to try in the Public Test Build, planned to start November 8, with the update going live on all platforms in the weeks following. We look forward to hearing what you think!
Until next time…
The Dead by Daylight team
(the official windows twitter account has liked my drawings of birbs I am losing my mind)
Comments
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I expected them to destroy Made For This instead of making reasonable changes to it. But they exceeded my expectations, the Perk is now completely useless.
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"Even a small speed boost can make a big difference in the right hands, making some Survivors very difficult to catch. Since Made For This would activate as soon as a Survivor became injured, this Perk would often be unavoidable. To make this fairer and create opportunities for Killers to play around it, we have added an additional condition to the Haste effect.
After healing another Survivor, gain the Endurance Status Effect for 6/8/10 seconds (unchanged). While you are affected by Deep Wounds, you run 3% faster. Since this is much more situational, this effect now applies while Exhausted as well.
With this change, the Killer can potentially prevent Made For This’ speed boost from activating entirely by avoiding inflicting Deep Wounds on that Survivor. This also ties both of Made For This’ effects together, granting a way to gain Deep Wounds in order to make use of the Haste effect."
I was on the fence even as a killer the 3% was fine. It was just the endurance ontop of it that made it nuts (as well as haste stacking). Now i rarely will see myself running into this perk with the way i play i guess. @Aven_Fallen sorry for your loss. How's everyone else feel for this?
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Check out the developer update on MFT on Twitter! Lol
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I was about to play only Blight due to how i tired of this stupid ######### perk, thank you so much, BHVR! I will miss it on survivor side, but such busted perks shouldn't be a thing definately. Best part of it – it should be viable perk in some builds! Thank you, thank you, thank you!
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It is not really a loss, I will run something else instead. I dont like that more people will bring Sprint Burst now, because I hate to play against this Perk.
But I really hoped that they dont do too much to Made For This, yet they made the Perk SUPER situational. Nerfing it is totally fine, but it is not really useful anymore like this.
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No one is going to use this new version. It's just another useless perk taking up space now. I figured they would give it a time limit or something. Maybe something like 30 seconds and it would deactivate. Killer mains got exactly what they wanted. Back to sprint burst and lithe for everyone.
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Goodbye, MFT! You will NOT be missed.
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I suppose experienced players will just play it with Dead Hard now, since it's no longer affected by Exhaustion.
I am surprised they took the additional requirements route. There are popular perks like Lethal Pursuer and Corrupt, whose activation requirements are simply spawning into the game. Perks like Ultimate Weapon that require just opening a locker to activate. I wonder if this will be a new thing going forward and more updates will come with additional requirements for those perks. I wouldn't mind hearing the devs thought process.
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good, at least SB and Lithe are balanced and can be used very skillfully. im extremely happy that my chases will finally stop being 20% longer by default.
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For those saying MFT is no longer useful. Are you kidding me? People will combine OTR or DH with MFT. It will be the new meta and very good since MFT now works when deep wounded AND exhausted.
As for Trickster. I love the recoil being removed so people on controller can play him. But all the other changes sound very broken. We'll have to wait for the PTB though.
Also, poor Legion and Deathslinger players...
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good. about time. I'll take SB over mft any day. better yet, this means less dead hards in my lobbies too. wonderful!
not really a reason to run it over buckle up now though. maybe mft should be 20s of endurance or something? a full rework would probably be better idk.
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huh, guess its sort of anti tunnel now. sort of. i guess.
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Most players are not going to use multiple perks to get value out of MFT. It makes more sense to just run sprint burst or lithe. These perks are very strong on their own and you can take whatever else you want without having to rely on another perk.
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Overall seems like a pretty good patch.
I really appreciate that MFT is getting nerfed but I don't think it's the right change. It shouldn't give move speed at all or only for a short duration after some kind of condition and then cause exhaustion. With it in this state all it does is hurt a small handful of killers that need to apply deep wounds to use their power and said killers aren't strong enough to warrant it existing.
I really hope they take the time to add more lockers to Garden and Red Forest because Dredge really needs more lockers on those maps to teleport to.
Trickster is going to be crazy at 115% speed I think. Should be interesting to see.
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Oh my god, trickster update has my hyped af. I got into the game because of trickster. Him being 4.6 is what i always wanted
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Yeah, but at least in more on the Killer's control now, rather than "oh dear, i smacked the survivor and now he gets a free permanent speed boost", DH can be baited and OTR is largely meant for anti-tunnel cause youre just a useless survivor otherwise if youre keeping it going.
Trickster will be interesting to see, the movement speed change is def welcomed.
But yeah, Legion and Trickster are gonna have it rough with the new version of MFT.
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Guess this is an indirect nerf to Legion kit. But its better for the game balance overall.
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I'm not sure about the Trickster changes, tbh the only thing that would be really good imo is giving him Ricochets Blades as basekit, which would make him different from the other ranged Killers. I always felt like there is no reason to take him over either Huntress or Deathslinger. The fact he is a ranged 115% makes him a worse Artist now.
Also is iridescent Photocard permanent?
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Sorta jumping to conclusions aren't you? You will be able to run it with OTR or DH which are both strong perks in their own right, not to mention MFT has a way to give Deep Wounds as well.
It's likely gonna still be a decent perk, just not an auto-include in every build now.
Post edited by Krazzik on8 -
ok so i've reread this 3 times and i dont understand what this means
anyone able to lay out a scenario where MfT would activate with this?
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Most high end players already use DH and MFT. Now they just synergise better. You get more value out. of a DH/MFT than SB/Lithe, lol.
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No one is going to run MFT just to counter Legion.
If someone is running MFT on the new patch, they are likely comboing it with another perk that grant endurance.
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This Is true, you can play around it. But some killers run on deep wounding survivors. They will be less good to play as.
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Legion, Deathslinger, grabbing Knight's banner, a handful of killer addons, Dead Hard, Off the Record body blocking, Styptic, Buckle Up + For the People, random endurances from events. Any time you have a mend bar you just passively run faster and can use other exhaustion perks with it now.
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Basically you are in a chase injured and about to get hit you activate DH which prevents the killers hit putting you into deep wound. Now MFT activates and gives you 3% even if you are now exhausted from DH.
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MFT always gave an Endurance effect after healing someone, so thats when.
Theres also combos with DH for example.
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I give it roughly 3 days, tops, before the forums are back to 'nerf Sprint burst and lithe'.
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Yes and they need to get rid of the BOTS too
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What about hiding prestige levels? Is that still being looked into?
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Right, makes sense
Thank you!
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Pretty good changes, I think. Excited to try out the new Garden of Joy and Red Forest maps to see how much they're improved, for sure.
Trickster changes seem interesting. Making him 115% seems huge, that alone seems like it's going to help, let alone removing recoil entirely. Exciting stuff.
Made For This... it's not the change I wanted, but I think it's fair. It's still a very viable perk, it just requires a little bit of thought to use, as well as being useful against killers who tunnel and/or apply Deep Wound by default. I have no doubt people will stop using it entirely while claiming that BHVR have made yet another perk entirely useless, despite that not being even close to true, but that's fine. I care about what people can use, not what they are using.
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Wasn't expecting a Trickster update anytime soon so that's somewhat surprising - don't see him all that frequently so will be interesting to see how these play out. First thoughts - potentially more frustrating to go against just by the changes on paper but I'll have to see how it plays out in reality before I can judge it.
MFT nerf - great, I'm not a huge fan of haste perks on either side, especially ones that have very easy conditions to meet so I'm fine with this. It synergises with itself too so I kind like that side of it.
Both map changes - very welcome.
Player cards - fun bit of customisation and some more variety in the Rift will be good to see.
Overall - mostly very happy.
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Personally i don't really see why people are still worried about MFT when it comes to legion and deathslinger. No one is gonna always bring this perk for that. I think only place where MFT fits anymore is paired with dead hard.
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Will vaulting be fixed in the same update? Since the fix reverted.
Tbf we do need a laugh every now and then
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I come back to you in a few weeks and then you can explain to me where this new Meta is which you just predicted.
I mean, it was not an auto-include at all. I have seen more variety than just 4 Made For This. I would not even compare it to old DH where you had at least 2 DHs, but many times 3 or even 4 DHs each game. I dont see this with Made For This, it is used less often than people claim it to be.
I dont think it will be worth using at all. It will have a lower pickrate than Buckle Up when it hits live.
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So why punish Legion so much?
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Overall great changes, still shocked that no Blight nerf was included tho.
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Classic bhvr move, they kill perks instead of a slight nerf, happened to Ruin too.
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The Trickster changes look great and definitely make him a more enticing range killer.
My only worry now is that Deathslinger is a much less appealing range killer. He’s now slower than Trickster, still has useless add ons, and now MfT affects him disproportionately more than the other range killers. Hopefully he receives some changes soon as well.
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Besides MFt, there is nothing any1 asked for. Who tf even play trickster lol
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For one, Mother's Dwelling is (or was) notorious for being the biggest map in the entire game. I can say with a degree of certainty reducing its size was, in fact, asked for.
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A lot of people, Trickster is very popular.
But, even if he weren't, wouldn't that be a good reason to change him? To make him more appealing to more players?
Also, it doesn't matter if anyone asked for the changes, it matters if the changes are good. Even considering that, it's worth mentioning that people have very much asked for Garden of Joy and Mother's Dwelling to be adjusted.
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Ruin got it far FAR worse than MFT.
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Garden of joy and red forest have been complained about constantly. Really any time 'map balance' comes up at all.
With the exception of the trickster changes, which I've genuinely not seen anyone argue for, this patch looks like it was made to order and by specific request.
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Legion isn't more punished than he is now
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No one plays Trickster. That’s why they buffed him.
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You need big maps, medium and small maps. Its that simple. They need to focus on more important things
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Sure, but you have to keep in mind that the Double-Nerf for Ruin was mainly so that it is completely removed from the Meta (yes, same happens with MfT) so that the Devs can pat their back and say that they changed the Meta (when in fact, the Meta did not really change, different Perks were used, but the nature of those Perks were the same).
And this was with the goal to change a Meta. So surely they wanted to destroy the Perk (Ruin).
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Thank you BHVR. The player card that will be implemented this time is one of the really nice features. Just like in APEX, I can give my profile a title and show it to others. Additionally, the ability to see other players' player levels is great. I'd also like to see a feature where we can see our ratings, or some other feature where we can see it.
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