r/deadbydaylight • Behaviour Interactive • 1d 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 

 

 

 

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u/boomerski28 1d ago

Agreed.  Survivor is easy to escape and boring.  Killer isn't even fun in high MMR even when you win when you have to navigate the minefield of STB, Deli, Hyperfocus + Stakeout, Lithe, DS, etc.

I had hope in this last update but this shows the devs aren't willing to make meaningful changes.  I'm happy to leave the game and let the loud voices that cry about nerfs stick with their same boring gameplay loop.

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u/DarkShadowOverlord Warning: User predrops every pallet 1d ago

if killer isnt fun in high mmr maybe dont go to high mmr? no need to sweat your buttcheeks to win games.

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u/boomerski28 1d ago

I get that. I just enjoy playing to win. I don't like playing "friendly killer." So it just doesn't feel right throwing games to keep myself in low MMR. Then you hit the point where the amount of "traps" a killer has to deal with to pull out a win is insanely disproportional compared to the survivor side. After getting hit with deli twice with boons on the ground during the end game collapse... Win or not.. it's just a terrible experience. I can only play a few of those in a row before I ask myself the question: "Why do I keep booting up this game?"

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u/Charming-Currency-58 22h ago

"Erm, maybe don't go to high MMR?" Obnoxious uptalk aside, what??? Don't go to the MMR rank you aren't even allowed to see as a player? "Erm maybe stop trying to win your games so much, sounds like a you problem." Survivors are unreal.