MID-CHAPTER DEVELOPER UPDATE PART 2 - DISCUSSION
KILLER UPDATES
THE DEATHSLINGER
We’ve kept an eye on The Deathslinger since his release last year, and we have a few small changes aimed at (haha, get it?) his power.
Currently, there is almost no delay between aiming down sights and being able to fire your weapon. Likewise, there is almost no delay between cancelling your shot and going for a basic attack. This creates lose-lose situations for the Survivor where there is nothing they can realistically do to avoid getting hit. For example, if they vault a window, you can easily aim down sights and fire without giving them a chance to dodge your shot. But if they decide to not vault the window, you can easily cancel your shot and hit them with a basic attack instead. Additionally, since there’s almost no delay, the Survivor must constantly dodge and run erratically just in case the Killer decides to shoot.
With that in mind, we’ve made the following changes:
- You can no longer shoot until you have fully aimed down sights
- Increased the delay after cancelling your shot before you can start a Basic Attack
- Decreased movement speed penalty while aiming down sights
Since The Deathslinger would spend more time aiming down his sights than before if you quickly aimed and fired, we felt it was only fair to increase his movement speed while aiming down sights to compensate. This will cause you to lose less ground while aiming and keep up with the Survivor a little longer.
Last, but not least, we’ve increased The Deathslinger’s terror radius to 32m. The Deathslinger is the only ranged Killer that does not have a "lullaby", which meant terror radius reducing perks like Monitor & Abuse could allow you to get close enough to surprise and hit a Survivor without them getting any warning whatsoever.
Like usual, we have also gone through a few of The Deathslinger’s add-ons and given some small buffs to the least used/powerful ones.
THE PLAGUE
The Plague has been in the game for a while now and hasn’t seen a whole lot of change, but that ends today: We’re making a series of quality-of-life changes that should make her more effective and more fun to play.
First, we looked at infected objects. Previously, interacting with something would cause your infection to increase faster. We’re adding an additional penalty to interacting with something that is currently infected, meaning your infection will increase even faster than before. Additionally, we’ve increased the base infection duration on objects (like generators) from 35 seconds to 40 seconds. These changes will make infecting objects feel much more impactful.
Next, we turned to her Vile Purge. The Plague takes a massive hit to her movement speed whenever she is on cooldown (after purging or cancelling her purge). We’ve increased her movement speed from 2.3m/s while on cooldown to 3.6m/s. This will cause her to lose far less ground when she does so.
One of the things that felt really bad for the Killer was when you let get of your power button a little too soon, causing your power to be cancelled entirely. Now, tapping the button or letting go before the minimum threshold will cause your power to continue charging until the minimum amount has been reached. (Basically, it now works like the Huntress’ hatchet.)
Finally, we’ve increased the time it takes to cleanse at a fountain from 6 seconds to 8 seconds.
Like the other Killers that are changing in this update, we’ve revisited The Plague’s add-ons as well and did a complete pass on some of the less powerful or rarely used ones.
SURVIVOR ITEM ADD-ONS UPDATE
Surprise! We also updated the description of item add-ons in this update as well. Like we’ve done for Killers, each Survivor item add-on will now list their effects with numbers rather than descriptive terms like moderately, considerably, and so on. Additionally, add-ons the grant a Status Effect will also have a brief description of what that Status Effect does.
PERK UPDATES
Oh, did you think the list last week was all of them?
Windows of Opportunity
Much like Zanshin Tactics, we’re removing the cooldown from this perk entirely. We’re also increasing the range to 24/28/32m as well. Go away, cooldown, we don’t want you here!
Repressed Alliance
Repressed Alliance has the potential to save a good chunk of progress when timed well, but due to the high requirements for the perk to activate, it can often not be ready by the time you need it. With that said, we’ve reduced the time required to activate the perk to 55/50/45 seconds.
Built to Last
This perk shipped with fairly safe numbers to make sure it couldn’t get out of hand, but that ended up making it a pretty unpopular choice. We’ve reworked it to be far more effective at what it’s meant to do.
Hiding in a locker for 14/13/12 seconds with a depleted item in your hand will cause it to refill 99% of its charges. Each use of Built to Last reduced the number of charges refilled by 33%.
Any Means Necessary
Previously, we reduced the cooldown of Any Means Necessary and saw more people start to use it. It’s still not quite where we’d like it to be, so we’ve added an aura reading effect on all dropped pallets. This way, as soon as it’s ready, you’ll know exactly where you can use it!
No Mither
No Mither allows you to trade a health state for other bonuses, but these bonuses aren’t strong enough to warrant using the perk. We’ve increased the Grunts of Pain reduction to 25/50/75%. Additionally, we added a 15/20/25% increase recovery speed while in the dying state.
Side note: Yes, we know a lot of you use this perk as sort of a “hard mode”. We’re not looking to completely get rid of that, as silly as it may be.
Mindbreaker/Fearmonger
This is a simple one: Survivors who are working on a generator will now suffer from Blindness in addition to Exhaustion. This’ll cause the perk to not only prevent the use of Exhaustion perks, but also any aura reading that the Survivor may have.
THE HATCH & KEYS
The hatch, and keys by extension, have long been very contentious topics, leading to some heated debates. We have some changes incoming to make them a little fairer.
First, the hatch will no longer spawn if there’s more than one Survivors in the trial. This means you’ll never have to worry about the last three Survivors vanishing when there’s still one generator left.
Additionally, the hatch will now take a few seconds to open with a key once it is closed. Progress does not reset when the Survivor cancels the interaction. This eliminates the problem where a Survivor can simply sprint straight at the hatch and instantly open it and escape.
With that said, these changes will make the “Where Did They Go!?” achievement impossible to obtain, so it will be changed to ‘Escape through the Hatch using a Key.”
BOON TOTEMS
As promised in the Anniversary Live Broadcast, we are introducing some new gameplay around Totems, these will add an extra objective around the map and much like Killers Hex Totems, are tied to Survivor Perks.
Survivors will be able to bless a totem to change it into a Boon Totem and these blessings are designed to offer comfort to the Survivor Team, a small safe haven. However, unlike a Hex Totem, the Killer can also quickly interact with the created Boon Totem to completely remove the associated blessing, once again turning it into a dull totem, they will also be able to hear the Boon Totem when in its range.
Each Survivor can only have one Boon Totem active at a time. This Boon Totem will combine the effects of all of their equipped Boon perks.
This will add some more strategic decisions for survivors to make when it comes to their interactions with Totems.
With that, we’ve come to the end of the Developer Update (for real this time!) All of the changes mentioned in this two-part post (and more!) will be available for testing in next week’s Player Test Build! We look forward to hearing what you think, and until next time…
The Dead by Daylight team
Comments
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SLINGER NERF PLAGUE BUFF LETS GO
I haven't even read the rest yet lmao
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More great updates!! Im a little disappointed to see no PTB this week, but we got more updates than i was expecting so i am fine with that. I am so glad they have also addressed keys early, i see almost no problem with it now.
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Slinger didnt need a nerf
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Out of all killers, Deathslinger???- Really? Meanwhile Nurse and blight still stomping most games. (not that i would want them nerfed, but its just weird that they decide to nerf deathslinger out of the "stronger" killers)
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Deathslinger was already trash (even more on console), I guess nobody will play him anymore !
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I can't believe they did nothing to Iron Will or Dead Hard. I thought they would throw us killer mains a bone, but I guess not. All we get is some useless hex buffs and boon totems to deal with. Great.
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Key nerf as well I love this update
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Well that's a relief
Many thanks
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Finally the key nerf has arrived.
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I swear if people complain about BHVR only caring for survivors again because of the Deathslinger nerf, then I don't know what to say anymore.
Although the terror radius increase was probably unnecessary. Also disappointed with the rest of the perk updates, I was at least hoping for Surge to finally have it's basic attack condition removed.
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I see why mclean left before this went live.
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ADS spam and being able to be a stealth ranged killer did.
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Oh that's amazing!
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Wow did not expect that Deathslinger change, i'm happy though I would have liked a buff for longer ranged shots.
Also, hurray for Any Means buff! I always liked using that perk but felt it needed more!
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Can someone explain the Built To Last Buff to me?
I'm not exactly sure how it's supposed to work now.
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Huge Hatch Nerf, Plague Buff, killer perk buffs, come on, you can't say they did nothing,
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These are all amazing changes, especially Deathslinger. I had really given up any hope of Behaviour making him less cancerous to play against.
Now if they would just make Tinkerer only activate once per generator or have a (somewhat lengthy) cooldown I'd be very happy with the survivor experience.
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Plague changes... should have been Legion changes.
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Pretty sure the first time you enter a locker, item refills to 99%. Second time item refills to 66%. third time 33%, fourth time doesn't replenish.
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it means getting in a locker and not helping your teammates will bring it back to 99% instead of 50%
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Wow, that Built to Last buff is insane. We can put Streetwise in the bin now where it belongs.
That Any Means Necessary buff is quite nice. I was thinking that it should be buffed like that recently.
I'm happy with the Plague buffs as I like playing her but it can be hard on console.
EDIT: If you are using a yellow medkit with 24 charges Built to Last gives you 48 more charges, while Streetwise gives you 6 more charges. There's no reason to use Streetwise now.
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The Plague buffs did nothing to address the way that her power connects with the survivors. You can hit them with the Vile Purge and they'll scream like it did something, but it doesn't even register with the servers and they go on their merry way. That's the most painful part of playing Plague besides trying to get her adept
19 -
They finally removed the unnecessary downside to Windows of Opportunity
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Built to Last
This perk shipped with fairly safe numbers to make sure it couldn’t get out of hand,
Solution
Make it so it can get out of hand.
10 -
Are the perk updates mentioned all of them, or are there a few more not mentioned? I was really hoping Surge would also have its basic attack condition be removed.
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Don't know how to feel about Deathslinger's nerf.
I don't mind the ADS change.
But holy #########, those other nerfs to his terror radius.
Compensating it with a faster movement speed isn't enough. Either remove the TR nerf or give him faster reload speeds.
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I mean dead hard only works if you use it correctly if you try to dead hard into a killer 75% of the time your going down unless the killer is just trash with timing. There's also nothing to change with iron will its not that great of a perk all you have to do if a player is injured is look for blood stains.
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Did you miss the hatch and key nerf?
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This content has been removed.
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Keys got nerfed into the ground. How is that not "throwing Killers a bone?"
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They finally did it!! It’s a freaking miracle.
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I'm excited for Plague buffs. I think she is a fun killer to use in general with a unique power. May get back into her again!
Key/hatch nerfs is fun, but boon totems make me uneasy with level of potential buffs, but I am curious what the trade off will be. Most likely player who first blessed can now be insta-mori'd for rest of match. I think that would compensate very well imo.
Overall I'd say 7.5/10 based on what I see so far. I think it's good QoL changes and balances on each side
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This patch was the last thing he worked on. So probably all of his ideas.
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Dev update part 1 - "why is there no key nerf?"
Dec update part 2 (the part with the key nerf) - "why do devs hate killers and not give us anything we actually asked for
?"
26 -
Whenever you get into a locker with a depleted item, it restores it to 99%.
Uses after the first gives you 33% less charges every time it's used.
So 99 on the first, 66 on the second, 33 on the third, and then it deactivates.
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Maybe but you also have to consider that they basically made it so moris now only have a slight competitive advantage too. Btw it's more of a key change really
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-So the Deathslinger terror radius change and the increased cooldown after canceling your ADS seems reasonable to me.I don't like the change that you need to be in full ADS before being able to shoot.Getting rid of quick scoping would be a HUGE nerf to Deathslinger
-The Plague changes are great,no complaints
-Most perk changes seem really good,except Mindbreaker.It absolutely didn't need additional Blindness status effect.An increase of the exhaustion debuff to at least 10 or 15 seconds should have been the right choice
-I'm still worried how Boon totems will work out
-Hatch changes seem really good.Don't know why it took that long but i'm happy that's happening regardless.I hope we'll see some key changes + their addons to make them more useful in a different way now
All in all an extremely interesting update.Yes,some changes are questionable but i would prefer every big update to be like this in order to keep things more fresh and exciting
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Are you trolling or did you not read the whole thing? They just nerfed keys hard. That’s huge.
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It works similar to Inner Strength in that it activates when you go into a locker for a few seconds. Plus it has up to 3 uses if I'm interpreting it correctly. The first time you use it, 99% of the empty item's charges are restored. The second time, 66% of the charges are restored. The third time, 33%. After that it sounds like it'll deactivate for the rest of the trial.
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I like how much they nerfed the escaping aspect of the key, but they should probably buff it in other ways to even things out. I like keys being on the same level as moris (basically just a cosmetically different way to kill / escape), but since keys are an item and moris are only an offering, keys should probably get a little something to keep them relevant.
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Ethan is Almo btw
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I don't care about the key changes, I dodge every lobby that has a key in it. I'm more concerned with Iron Will and Dead Hard being equipped on 3 or 4 survivors in over 95% of my trials
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So if you stand in a locker for a certain amount of time, your item will be refilled to 99% charges. The next time you do this, it will be reduced to being refilled by 66% charges, then 33%, then the perk will not activate anymore.
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Wait, is the key and hatch changes the ones you all were referring as the key rework, or will there be something bigger eventually?
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I just hope that Boon Perks won't ruin Inner Strength :(
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I'm going to be honest, I'm surprised they spent so much time trying to figure out the proper key nerf compared to the Mori offering nerf, only for them to decide to to just nerf Keys into the ground like Moris anyways.
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THis isn't THE Key/Hatch Nerf. Seems like the band-aide to hold us off for our "treatment"
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I'm confused, the hatch spawns with 1 survivor left, but wouldnt it than automatically open?
0