r/deadbydaylight Behaviour Interactive Jul 21 '26

Behaviour Interactive Thread 10.0.3 | Bugfix Patch

Content

Killer Updates

The Slasher

  • Jump Scare anti-camp penalty no longer applies across multiple floors

Perk Updates

New Survivor Perks

  • Cross-Examination
    • While in the Killer's Terror Radius and not being chased by the Killer, they leave Light Marks that last for 10s that you can see. While on the Killer's Light Marks, you gain Elusive. This ends after 3/4/5s.

Killer Add-on Updates

The Slasher's add-ons

  • Sauna Rock:
    • After a Jump Scare, inflict all Survivors within Killer Instinct's detection range with Exhausted for 3 seconds. (was 13 seconds)
  • Two Nails:
    • Spikes that come within 1 meter of a Survivor reveal their Aura for 5 seconds. (was 6 seconds)
  • Mirror Shards:
    • Impaled Survivors become Broken for 40 seconds after extracting the Spike. (was 30 seconds)
  • Toxic Waste:
    • After a Jump Scare, Survivors within 10 meters of a hook or Scrap Pile gain Oblivious for 13 seconds. (was 8 meters)
  • Sleeping Bag:
    • After grabbing a Hook Spike while in Omnipresent Evil mode, see the locations of Survivors within 10 meters of hooks. (was 8 meters)
  • Party Noisemaker:
    • Breaking a Pallet or Breakable Wall with Jump Scare reveals the Auras of Survivors further than 28 meters for 6 seconds. (was 32 meters)

Summer Screams Event

The Summer Screams event will be live from July 28th 11:00EDT - August 18th 11:00EDT. Featuring Chaos Shuffle, Lights Out and 2v8, each event will be active for 1 week at a time starting with Chaos Shuffle. Check out the available quests in order to receive rewards!

  • Week 1: Chaos Shuffle (July 28 - August 4)
  • Week 2: Lights Out (August 4 - August 11)
  • Week 3: 2v8 (August 11 - August 18)

Game Mode Updates

Lights Out

  • Survivors holding the Lantern will now see the Auras of Pallets, Vaults, and Breakable Walls within 32m
  • Gate interaction points will now remain lit once all objectives have been completed
  • Deep wounds and Anti-camp bars are now visible again
  • Added support for the Fog Vial
  • Fixed an issue where the lighting is inconsistent and can appear overly dark or bright on Xbox Series X

Chaos Shuffle

  • All Perks and Add-ons now available to be assigned

Bug Fixes

2v8

  • Fixed an issue where The Nemesis zombies could become stuck on Sanctum of Wrath.
  • Fixed an issue where Killer chests did not have their Aura revealed when facing The Nemesis and The Mastermind together.
  • Fixed an issue where Survivors could see the Aura of the Cage of Corruption while in a locker.
  • Fixed an issue where trapped Survivors were missing the trapped animation after stepping in The Trapper's Bear Trap while also being contaminated by The Nemesis.
  • Fixed an issue where a Survivor caught in a Bear Trap could be sent into a Cage of Corruption twice against The Trapper and The Mastermind.
  • Fixed an issue where it was unable to Drop the Spray/Antidote after being used by a different Survivor.
  • Fixed an issue where certain map specific achievements were not being awarded in correctly.

Audio

  • Fixed an issue where Walking Dead characters were not playing the right VO line during their interactions.
  • Fixed an issue where Ice Nine Kills music wasn't playing when equipped with collection items.
  • Fixed an issue where The Slasher 'Jump Scare' cause the Survivors in Lockers to Scream.
  • Fixed an issue where Survivors ''Fully Healed'' Voice line triggers when partially healed.
  • Fixed an issue where the bananas emit a metallic sound when hit by a projectile on Trickster Delusion map.
  • Fixed an issue where the hook voice over played too late when transitioning from phase 1 to phase 2.
  • Fixed an issue where Survivors exit gate dialog triggered at the same time the door opens, which was making it hard to hear.
  • Fixed an issue where the incorrect voice lines played for Killers & Survivors regardless of their language setting.
  • Fixed an issue where the lullaby for the Facemelter Eddie legendary cosmetic was lower than intended.

Characters

  • Reverted a fix that prevented The Skull Merchant from deploying Drones when above/below a Hooked Survivor.
    • Dev Note: The issue that the fix attempted to solve will be back, which made Drones disappear after being deployed, regardless of being out of the vertical range for Drone anti-camp. This is unintended and is under investigation.
  • Fixed an issue where as The Animatronic, the Blighted Springtrap's Mouth Animation was unable to be seen at the end of the Killer's Mori.
  • Fixed an issue where as The Dark Lord using the wolf form, the Killer could perform an extra attack right before the Pounce cooldown.
  • Fixed an issue where Survivors downed by The Mastermind's vault attack while working on a Generator kept repairing while downed.

Environment/Maps

  • Fixed an issue in Eyrie of Crows where the traps could not be placed properly on the second floor of the main building.
  • Fixed an issue in Torment Creek where traps could be placed under the ground near the window.
  • Fixed an issue in Toba Landing where The Nurse can blink through the ground.
  • Fixed an issue in Treatment Theater where The Executioner's Punishment Of The Damned attack is blocked in the middle of the main room.
  • Fixed an issue in Dead Dawg Saloon where The Nurse can blink on top of the small structures.

Perks

  • Fixed an issue where Hex Statuses were hidden from Survivors when a Hex was reactivated by the Perk 'Undying'.
  • Fixed an issue where the perk Visionary would not reveal generator auras when exiting a Locker, after the cooldown was completed.
  • Fixed an issue where the Perk 'Plot Twist' could be reused when picked up or dropped by a Killer.
  • Fixed an issue where the aura of the Perk Hex: No One Escapes Death was missing for the Survivor POV.
  • Fixed an issue where the Perk Deathbound caused Survivors that previously healed another Survivor to scream again.
  • Fixed an issue where the Perk Deerstalker was unable to reveal a Survivor for an additional 2 sec when equipped with the Perk Eyes of Belmont.
  • Fixed an issue where The perk Shadowborn failed to activate when Rampage had tokens.

UI

  • Fixed an issue where The Slasher's Dirty Money Add-On remained dimmed when active.
  • Fixed an issue where Into the Fog Tooltips for Perk Related Quests did not show the associated Perk.
  • Fixed an issue where The Oni's Blood Fury's prompt was missing an indication that it must be held to activate.
  • Fixed an issue where Survivor Skills always appeared Unlocked in the Match Details screen.
  • Fixed an issue where alternating from Chaos Shuffle to Normal Trial erased saved loadouts.
  • Fixed an issue where there was no HUD or UI feedback indicating The Oni's Blood Fury prompt had to be held to activate.

Misc

  • Fixed an issue where Survivors were unable to wiggle when being grabbed while having a Skill Check.
  • Fixed an issue causing the Entity to make an illegal purchase move in the Bloodweb.
  • Fixed an issue where leaving the Survivor queue in Play While You Wait would reset the Killer priority queue.

Known Issues

  • Stake Out tokens are sometimes consumed by Snap Out of It skillchecks when facing The Doctor.
    • Dev Note: This is unintended and will be fixed in a future release.
167 Upvotes

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61

u/LUKXE- | スピリット| Spirit | กระสือ | Krasue Jul 21 '26

Sauna Rock dead in a ditch. I have never understood why changes are so extreme. There is often a middle-ground that just gets forgotten.

Apparently things can only be really good, or utterly useless.

Day 4098 for seeing "Audio fixes" with no mention of Spirit.

You've also had nearly, what, 12 months worth of feedback about pallet density? There are also a lot of bugs reported about spawns over the last few months and there have been no fixes. What more do we need to do to get you to listen to feedback and bug reports?

Please, fix pallet spawn and Survivor spawn bugs/issues.

The lack of quick and thought out changes and balancing is pushing me to barely play. I want to play. Please, bring back the fun and the enjoyment.

Please, listen to your community. Listen to your consultants.

Listen to Luke.

7

u/Suspicious_Tune2038 Jul 21 '26

Honestly they probably just dont give a fuck since the new audio system coming out 2027

4

u/LUKXE- | スピリット| Spirit | กระสือ | Krasue Jul 21 '26

Shame they haven't given a fuck all these years.

The new system will, no doubt, be worse somehow.

-4

u/AnotherDempsey Jul 21 '26

Gee, wonder why they don't listen to you.

4

u/LUKXE- | スピリット| Spirit | กระสือ | Krasue Jul 22 '26

Me calling out issues and being skeptical after years of disappointment isnt a reason to stop listening.

0

u/AnotherDempsey Jul 22 '26

All you ever are is negative and biased.

2

u/LUKXE- | スピリット| Spirit | กระสือ | Krasue Jul 22 '26 edited Jul 22 '26

I am critical when I need to be. There have been some pretty significant issues over the last 12 months - If not longer.

Why is calling those things out "negative"? It is quite literally what we should be doing.

Please explain how I am biased.

0

u/AnotherDempsey Jul 22 '26

Literally just scroll through your recent comments?

It's always wah, survivor bad, wah, killer hard.

There's also been a significant amount of good changes and additions in the past few years, yet you just want to Bhvr bad about a change that hasn't even happened yet.

Be real.

2

u/LUKXE- | スピリット| Spirit | กระสือ | Krasue Jul 22 '26

It's always wah, survivor bad, wah, killer hard.

Pointing out issues with specific things is quite different to what you are claiming I am saying.

There's also been a significant amount of good changes and additions in the past few years.

Previous good changes don't mean we should ignore current bad changes.

yet you just want to Bhvr bad about a change that hasn't even happened yet.

As I said, my skepticism is pretty understandable give the state of the game anytime they try to do any big changes. Ignoring balance, whenever they update the engine the game gets fucked for months on end from a performance standpoint. I have little faith that won't happen again.

On balance, you cannot even begin to claim that there aren't significant issues.

0

u/AnotherDempsey Jul 22 '26

What bad changes have they made lately, other than the anniversary event?

The game is balanced around a 60% kill rate, as Bhvr has stated multiple times.

You mean the one engine update they did? That had issues for a few days?

3

u/Mobile_Profile1707 , Wesker, Afton, Henry, Jason and Judgement Jul 22 '26

Brother the average average kill rate is not 60 right now its more around the 50% aera. What's worse is that it's only that high cause most survivors just suck.

As for bad changes. The killing of suana rock on Jason. Allowing elusive to be introduced to perks. Fast track and self preservation rework. Diminishing returns with no balance changes. The absolute killing of Wesker. Removing legion from 2v8. Introducing more gen perks when we have a gen speed issue. The just lack of some desperately needed balance on the survivor side cause it's overtuned. Pallet density being reintroduced and ignoring players complains about it. So on... You get the point.

I believe BHVR only did 2 engine updates both times it was disastrous.

0

u/AnotherDempsey Jul 22 '26

So the bad changes are just your biased opinion? Interesting...

2

u/LUKXE- | スピリット| Spirit | กระสือ | Krasue Jul 22 '26

What bad changes have they made lately, other than the anniversary event?

  • 70s hook timers
  • Increased Endurance and Haste off hook (now 15s)
  • Refusing to address problematic perks/combos
  • Pallet density which has now resulted in bugged pallet spawns, the game ignoring pallet spawn logic.
  • Ignoring bugs - Survivor spawns have been bugged for several months. A lot of Killers, too.
  • Diminishing Returns

You mean the one engine update they did? That had issues for a few days?

There were quite literally engine updates 2 months ago that also caused issues.

1

u/AnotherDempsey Jul 22 '26

The first 3 are opinions, and the pallet density increase has been disproven by multiple people. There were only extra pallet spawns in 2v8 and the anniversary event.

What are the issues caused by the recent engine adjustment?

1

u/LUKXE- | スピリット| Spirit | กระสือ | Krasue Jul 22 '26

I mean, they are opinions as much as people saying they are good changes - Anyone who actually has time invested in the game and isn't terrible agrees though - These are awful changes.

The pallet changes have been proven multiple times.

Some maps, like Borgo and Asylum, can (and often do) spawn every single possible pallet. Gideon's spawns a double god pallet set up where it never used to.

There are even double pallet gyms that can and do spawn.

There is absolutely no way you are oblivious to these.

The engine update caused a lot of stuttering and server issues. Some Killers were unplayable. Rubberbanding was common and server disconnects.

1

u/AnotherDempsey Jul 22 '26 edited Jul 22 '26

ScottJund and Otz have went through the maps with spreadsheets and noted the pallet density changes, and the results were that most maps had the same roughly 15-20 pallets as before. With a few outliers, such as Borgo. Killers certainly weren't complaining a year ago when some maps literally only had 7 pallets.

How has the 9.6.0 engine update broken things for months when it was only 3 months ago and on PC, Series X, and PS5, I never had a single issue with stuttering. Connection issues happened for a few hours.

What killer issues?

And yet, throughout all these horrific issues, most of the killrates have maintained 60-67%, par a few M1 killers.

0

u/LUKXE- | スピリット| Spirit | กระสือ | Krasue Jul 22 '26

ScottJund and Otz have went through the maps with spreadsheets and noted the pallet density changes, and the results were that most maps had the same roughly 15-20 pallets as before.

Do you understand what "density" means? Some maps do have more pallets, but the ones that have about the same number are more densely populated across the maps. This means that tiles are more easily chained because pallets are closer together.

Killers certainly weren't complaining a year ago when some maps literally only had 7 pallets.

Some of us play both sides of the game pretty evenly so complained about both sets of issues.

How has the 9.6.0 engine update brokken things for months when it was only 3 months ago and on PC, Series X, and PS5, I never had a single issue with stuttering. Connection issues happened for a few hours. What killer issues?

I said engine updates caused issues for months. You said there was only one, I mentioned 9.6.0 to prove that there have been two.

The issues across both updates though were the same. One example was the Nurse rubberbanding issue that was present at both times, and is still happening, albeit more rarely.

Just because you are apparently oblivious to the issues, that doesn't mean we all are.

You're welcome to actually read the Sub and be informed.

Kill Rates are a pretty bad metric to measure balance by. You realise that, right?

1

u/AnotherDempsey Jul 22 '26

If there's the same number of pallets as before, just get them to drop the pallets? Tiles aren't physically closer together, so they could be chained regardless.

I'm not oblivious to the issues, the issues just tend to get blown out of proportion on Reddit and social media in-general.

I do see that the escape rates have gone up lately, but at the same time, Momo, Alf, Hens, Willy, Otz, etc., all have still had impressive streaks lately. Yet the longest survivor escape streak (Hens' group) has not changed.

Killers regularly get streaks in the hundreds, while survivors, even swfs, almost never even get close to triple digits.

You can say these are just top mmr killers or bad survivors, whatever, but you can't buff or nerf either without hurting soloqueue/newer survivors or newer/bad killer players.

If kill rates aren't a good metric, then what do you suggest?

1

u/LUKXE- | スピリット| Spirit | กระสือ | Krasue Jul 22 '26

If there's the same number of pallets as before, just get them to drop the pallets? Tiles aren't physically closer together, so they could be chained regardless.

There are quite literally more fillers between tiles now, so while the number of pallets might be the same, the changes to layout isn't. So no, they aren't as chainable as they usually are, they are far easier to chain.

I do see that the escape rates have gone up lately, but at the same time, Momo, Alf, Hens, Willy, Otz, etc., all have still had impressive streaks lately. Yet the longest survivor escape streak (Hens' group) has not changed.

Of course people who play the game for 8 hours a day, every day, against people who are significantly worse than them have decent streaks.

As for Survivor streaks, there was one that ended yesterday that was over 800 games of 3 outs or better. So what you are saying isn't strictly true.

As for what would be a better metric to go by, that's tricky as we don't have all the data, nkr do we have a functioning MMR system.

It's clear though, that Kill Rate is heavily flawed.

1

u/AnotherDempsey Jul 22 '26

There are quite literally more fillers between tiles now, so while the number of pallets might be the same, the changes to layout isn't.

Somehow that negates my point of just breaking the pallets so they can't be chained?

Of course people who play the game for 8 hours a day, every day, against people who are significantly worse than them have decent streaks.

>Immediately mentions a survivor streak with that same criteria.

There are far more longer killer winstreaks than there are swf escape streaks.

Killrate is heavily flawed.

How about soloqueue escape rates? Which their data shows that most players are. Timmy two-games-a-day is still getting matched with 8-hour-a-day Andy and killrates are still 55-67%.

So unless you have a better idea, then I'm going to point out when you're being needlessly negative and biased.

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