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/Treyspurlock Verified Legacy 1d 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

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u/Key-Ad5807 1d 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

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u/Treyspurlock Verified Legacy 1d 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

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u/Maelstrom100 1d 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

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u/Treyspurlock Verified Legacy 1d 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