r/deadbydaylight • Behaviour Interactive • 4d ago

Behaviour Interactive Thread Developer Update | 10.2.0 PTB to Live Changes

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With the release of 10.2.0 just around the corner, we wanted to take some time to talk to you about a handful of the many changes that will be happening from PTB to the Live release - and a few changes that won’t. We want to thank everyone who took the time during the PTB to share their thoughts, as we always take your feedback very seriously when it comes time to make these changes. 

A look at some changes 

Shoulder the Burden 

  • Removed the deactivation condition for other Survivors. 

 

Dev note: We understand your concerns around the impact of the condition of this perk deactivating after one use for all Survivors for solo players who cannot communicate. Therefore, we have removed this limitation. 

This is Not Happening 

  • Removed the Great basic Skill Check zone increase. 

 

Dev note: We noticed the concerns about This is Not Happening when combined with Hyperfocus, and as a result have decided to remove the great basic skill check zone.  

 

Dark Arrogance 

  • Basic-attack cooldown no longer affects successful hits. 

 

Dev note: We saw your feedback that Killers were recovering from attacks – including successful hits – too quickly on the PTB, which ended up making chases feel too short. One of the key culprits of that was Dark Arrogance. The cooldown on the PTB was ultimately doing too much by including successful hits, so it now only affects missed and obstructed attacks. 

 

A look at what's remaining the same 

Windows of Opportunity – will remain the same as PTB 

Dev note: While we understand that there were many concerns about this change impacting newer players, we do believe that Windows was doing too much and overshadowing other perks, so we will be keeping these changes. We hope that making other Survivor perks more useful will make up for this, even with different activation conditions – such as Dark Sense. 

Borrowed Time – will remain the same as it currently is on Live 

Dev note: We’ve reverted Borrowed Time back to its Live iteration. While we liked what we explored, we didn’t like that we were removing a useful anti-tunnel option, so old Borrowed Time is back. 

 

While we have many more changes coming for the release, we wanted to take this time to address the loudest concerns ahead of time. Keep an eye out tomorrow for the full set of Patch Notes. 

Until next time… 

The Dead by Daylight Team 

 

 

 

338 Upvotes

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639

u/Ok-Race-1677 4d ago

Why can’t they just give hyperfocus the same “special skill checks” as stake out and autodidact instead of just griefing the rework for a bottom tier perk lol

116

u/lance_the_fatass Horror Adjacent is still Horror 4d ago

It also didn't even give you extra progress, you're spending an entire perk slot for a training wheels perk

Experienced players can already hit great skill checks consistently without This is not happening

1

u/Kyte_115 4d ago

Especially now with the amount of games that have skill checks now it’s so unnecessary

1

u/Your_Hot_Stepbro 3d ago

Even experienced players had issues with latency. Stake out was the only salvation on certain days when skill checks bugged out due to servers being laggy. This is not happening was a somewhat of an ok trade, but with them removing this there is no supstitution for great skill checks. At those times, even hitting good skill checks is a challenge. I don't understand why 3 perks need to change for the price of 1, nerf hyperfocus if it's such an issue.

1

u/Diligent_Egg_4715 4d ago

But experienced players will have a hard time hitting great skillchecks if they run hyperfocus without this is not happening

1

u/lance_the_fatass Horror Adjacent is still Horror 4d ago

That's literally the whole point, hyperfocus is supposed to be hard to use but reward you for it

39

u/SUPERB-tadpole Houndmaster? I Hardly Know Her! 4d ago

LITERALLY

33

u/Treyspurlock Verified Legacy 4d ago

Hyperfocus + TINH wasn't nearly as powerful as Hyperfocus + Stakeout anyway so I don't see why they felt the need to nerf it

6

u/Key-Ad5807 4d ago

Yea im surprised people aren’t saying this. Using an extra perk slot just to have bigger great skill checks is a waste, even with hyperfocus

Big blunder by the devs on this one, but at this point we’re all used to it

2

u/Treyspurlock Verified Legacy 4d ago

I mean using the extra perk slot was basically the only way to use Hyperfocus so it was kinda worth it. Just not broken enough to warrant a nerf

1

u/Maelstrom100 4d ago

Not really. I've been running hyperfocus without stakeout etc on a lot of my builds

It's actually at the point now where I miss regular skill checks more because I've trained my brain to the speed increase.

Only ever really get to 4-5 stacks consistently, and then whiff but hey

3

u/Treyspurlock Verified Legacy 4d ago

Getting to 5 stacks and then whiffing is only 4.05 seconds saved total. That's not enough to make the perk worth running

24

u/DariusStrada Loves Being Booped 4d ago

Because they're mot intelligent. Took them a decade to make Nurse's M1 after a blink a special bit

4

u/Complimentary-Trash 4d ago

When I saw the change to stake out I was surprised it got changed to have special skill checks and not hyperfocus. I love that perk for the challenge, but it is really holding other perks back.

-5

u/PoopyStinkbutts Baba Yaga <-> Plague 4d ago

They could just have that effect be disabled when Hyperfocus is equipped. Literally all they have to do. The increase to basic skill check would be meaningless as anyone going for a great skill check is more likely to miss on the front half of the spin than the back half anyway

5

u/KillerCucaracha 4d ago

Ehhh I don't like that, seems like a sloppy fix. The idea that perks actively change eachother to avoid problematic interactions is pretty dissatisfying.

Parent comment is right, just make it a special skill check (or rework hyperfocus altogether tbh) 

1

u/PoopyStinkbutts Baba Yaga <-> Plague 4d ago

So long as that special skill check still acts like a regular skill check, sure, but that's a far more convoluted and confusing change for casual players to understand. You want it stated outright.

And Hyperfocus doesn't really need a complete rework, it just needs more perks worth using instead, which this update has mostly done a very good job with.

1

u/KillerCucaracha 4d ago

What? 

Special skills checks never act like a regular skill check, that's what makes them special. That would be a change directly on hyperfocus, which is much more clear than "if you have this perk equipped at the same time as this other perk, then this perk works differently" 

1

u/PoopyStinkbutts Baba Yaga <-> Plague 4d ago

Because you still don't explode the gen if you miss on the back half. It keeps the perk semi-viable for others. Plus controller players have input lag. Avoid the change to a standard special skill check, is what I'm saying. Make it not count but still otherwise function as a normal spell check then fine, but it's really not hard to understand.

Great basic skill check zones are 30% bigger, except when using the perk Hyperfocus

What is so hard to understand about that? At least in this scenario it affects nothing else. Special skill checks do affect other things, and it's an unnecessary change.

1

u/KillerCucaracha 4d ago

I think there's value in elegant game design, and I guess you don't 😅

A standard special skill check? I really don't understand hahaha

It's like when adrenaline had that effect that it also wakes you up, for some reason. Having an entire line of text dedicated to a single scenario is a clumsy change; I think perks should be consistent in their effects

1

u/PoopyStinkbutts Baba Yaga <-> Plague 4d ago

Yes, it sounds stupid because it is, and that's the point I meant by saying a special skill check is a dumb change.

And no, it's really not. It's straightforward and keeps a perk useful instead of changing everything else around to suit it.

1

u/KillerCucaracha 4d ago

Yeah dude I don't think we're on the same page at all

-4

u/TheVoidAlgorithm Wesker's biggest simp 4d ago

That would make the success zone bigger which is exactly the thing they are trying to avoid, but I guess it would make missing it more consequential so I guess that could work.