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What should a returning player know?

So I stopped playing relably after night and completely after skullmerchant ptb because I felt the game was getting a bit stale and none of the new content interested me really. I've been staying up to date with the game sorta and skim through patch notes of big changes, like gens no longer being able to be regressed more than 3 times and taking 100 seconds now. but I'm oblivious to the meta or how to counter anything released after Wesker. Can anyone give a quick summary on what the major changes/ meta shifts have been and how to play vs the new killers?

Answers

  • Astel
    Astel Member Posts: 662
    edited February 2024

    Gen repair still takes 90 seconds and gen regression event is maximum of 8 per gens. Instead, basekit gen kick damage is now 5%

    Anti Face-Camping is introduced

    Hook Grab is gone

    DH, CoH, Pain Resonance, CoB, Overcharge nerf

    Hillbilly buff, Sadako rework, Blight Add-On nerf

    STBFL nerf & Grim Embrace Buff

    Killer got strong info perk named Ultimate Weapon

    I want to say more and detailed way but I don't have ability to do that

    Post edited by Astel on
  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,135
    edited February 2024

    Some info on killers since Skull Merchant:

    Singularity - He shoots little spheres called Biopods onto walls which he can look through like a camera and shoot you with it, applying Slipstream. You can avoid this by breaking line of sight. Once you have Slipstream, he can shoot you again with a Biopod or shoot you directly with his gun which lets him teleport directly to you. This triggers Overclock mode and for a few seconds he gets super fast breaking/vaulting speed (+75%) and it becomes impossible to stun him (he gets built in Spirit Fury basically and only gets hindered instead of stunned). Survivors get EMP devices from crates around the map which disable his Biopods and undo the Slipstream effect.

    Xenomorph - This killer crawls through tunnels beneath the map which give him good map mobility and has a tail attack which can hit at short range and has a quick charge-up (which cannot be canceled once started, so you can try to dodge it). Above the tunnel entrances are control stations for turrets which survivors take and place on the ground, these warn of the killer’s proximity and shoot flames at the killer when they are nearby. If exposed to fire for too long the Xenomorph loses the ability to use the tail attack (essentially reverts to an M1 killer, and the ability recharges again over time, it comes back faster while in a tunnel) but the turrets can be destroyed by the killer before that happens if they react quickly enough. The Xenomorph has a 32m terror radius by default but it drops to 24m while the tail attack is available and it starts crawling instead of walking making it harder to see around loops.

    Chucky - He’s super tiny but actually gets to play in a 3rd person POV. He is a 4.4m/s killer but because of his small size he can hug loops more tightly than any other killer. Survivors can see his footsteps around loops to make up for his smaller size. He can enter Hidey-Ho mode which makes him undetectable but also spawns fake footsteps near survivors all across the map to confuse them (but also acts as a warning for them). During Hidey-Ho, he can vault windows faster, can vault pallets (it’s called a Scamper, he actually goes under the pallet), and he has a slice and dice attack which lets him dash quickly (it’s a little like Oni but can only be used one time before the power goes on cooldown and it’s not an instadown).

    Oh, and Hillbilly and Trickster were buffed and are both much stronger now.

  • CompleatBeet
    CompleatBeet Member Posts: 118

    3 new Killers since Skull Merchant: The Singularity, The Xenomorph, Chucky and The Unknown (currently in PTB).

    The Singularity:

    • His Power allows him to fire Bio-Pods. Firing a Bio-Pod at a wall places it and it acts as a camera he can enter to view Survivors. Firing a Bio-Pod at a Slipstreamed survivor allows him to teleport to that survivor, and causes him to enter Overclock mode.
    • Survivors become Slipstreamed if the Singularity is looking at them through his Bio-Pod, or by getting too close to a Survivor that is also Slipstreamed. The Singularity can teleport to Slipstreamed survivors by continuing to look at them through the Bio-Pod, or firing a Bio-Pod at them.
    • When the Singularity teleports to a Slipstreamed survivor, he enters Overclock mode for a duration. While in this mode, he is unaffected by pallet stuns, and performs break and vault actions much faster. The duration of Overclock mode resets with each teleport.
    • Survivors can obtain EMPs from the various printing stations around the map. Charging and releasing an EMP disables any placed Bio-Pods that it hits and removes Slipstreamed from any Survivors that it hits.

    The Xenomorph:

    • There a 7 control stations on the map (one near each generator). The Xenomorph can use these control stations to enter a series of underground tunnels which allow him to traverse the map quickly and silently. When the Xenomorph exits a tunnel from a control station, there is a global sound cue.
    • The Xenomorph's main ability is Crawler Mode, which he automatically enters when not on cooldown. While in Crawler Mode, the Xenomorph walks on all fours and has access to his tail attack, a short-range whip which can go over pallets and windows (similar to Nemesis tentacle strike without the infection). Moving around in the tunnels charges Crawler Mode faster.
    • Survivors can obtain Flame Turrets from the control stations, and place them anywhere on the map. When the Xenomorph enters the radius of a turret, they fire at him, and if he his torched for long enough he is taken out of Crawler Mode and it goes on a lengthy cooldown. After successfully removing the Xenomorph from Crawler Mode, turrets become broken down and must be repaired to be used again. The Xenomorph can destroy turrets with his M1 or tail attack, though they respawn at control stations after a short period.

    The Good Guy/Chucky:

    • Chucky is a tiny Killer, and as such he can't be seen over some walls. Because of this Survivors can see Chucky's footsteps through walls.
    • Chucky's main ability is his Hidey-Ho Mode. While Hidey-Ho is active, he is Undetectable and Survivors see fake footsteps to throw them off. He also has access to a Slice and Dice attack while in Hidey-Ho, which is a fast dash attack, like Pig's Ambush but with far more distance and speed. Hidey-Ho also grants Chucky the ability to slide under pallets and fast vault windows while in slice and dice.

    The Unknown (Currently in PTB, releases on March 12th)

    • The Unknown's main ability is firing a UVX projectile, which bounces of walls and explodes on impact. Direct hits inflict Survivors with Hindered, whereas getting hit with the explosion afflicts Weakened. If a Weakened Survivor is hit by the explosion of another UVX projectile, they lose a health state. Looking at the Unknown removes Weakened.
    • The Unknown also randomly spawns Hallucinations around the map, which are essentially decoys of itself. The Unknown can teleport to its Hallucinations, and Survivors can remove them by dispelling them.

    For Singularity and Xenomorph, the main counter-play is to use the EMPs or Flame Turrets effectively to remove their Power. They can be really oppressive in chase with their Powers, so ensuring that Xenomorph is out of Crawler Mode as much as possible with the turrets, and preventing Singularity from moving around the map and removing Slipstreamed with the EMPs is the best way to prevent this. Place turrets in high traffic area such as main building, killer shack, jungle gyms and T-L walls and spread them out around the map so they cover as much area as possible. While in chase against Xenomorph, try leading him towards turrets so he's forced out of his Power and becomes an M1 Killer. If there are no turrets nearby, treat him like other ranged Killers, break line of sight and greed pallets/pallet vacuum. Be aware that Xenomorph is a 115% movement speed Killer unlike Huntress and Slinger who move slower at 110%, so keep this in mind.

    Chucky is very annoying to face at first since you can't see him over most structures, so use the footstep mechanic to counter this. He can only dash, fast vault or slide under pallets while in his Power, which has a duration and cooldown and he is forced out of if he misses the dash. Similar to Blight, Oni and Hillbilly, he can't steer much during the dash, making it easier to dodge. He is a slower Killer at 110% when out of his Power, making him easier to loop.

    The Unknown just came out on the PTB yesterday, so no tips there yet I'm afraid! Also keep in mind that Hillbilly, Onryo and Skull Merchant have received reworks since you last played and numerous other Killers have received buffs, so read up on those!

  • Akumakaji
    Akumakaji Member Posts: 5,497

    Expect to be tunneled. A lot. You are probably the teams weak link, so the killer could identify you quickly and decide to tunnel you out.

    As killer, expect for gens to fly like crazy and you getting laughed out of the gate. A lot. T-bags, twerks and flashlight-shows galore.

  • LordGlint
    LordGlint Member Posts: 8,721

    I'm surprised no one has mentioned it yet. We have an FOV slider and shadowborn was reworked. You can now go into the options and set your FOV to what it USE to be with shadowborn equiped.

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    Oh damn thats huge I always hated default FOV but shadowborn felt like wasting a perk slot and I usually like gimmick builds that rely on 2 or 3 perks interacting with eachother.