What started as a single game has already expanded to include a mobile game, board game, and Hooked on You: A Dead by Daylight Dating Sim™. We’d like to thank everyone who’s been a part of this journey with us – seven years is a long time, and your passion has allowed Dead by Daylight to grow beyond anything we ever expected. Efficient Survivors will instead want to plan accordingly and spend this time elsewhere, such as healing, unhooking, searching for Totems, and so on.Īs revealed during the 7th Anniversary Livestream, the world of Dead by Daylight is getting bigger. With these adjustments, Scavenger becomes more effective when used to repair Generators in short bursts, but heavily discourages continuing to repair a Generator for some time after it is activated. Scavenger can now be used more than once per Trial.Once activated, your Generator repair speed is reduced by 50% for 40/35/30 seconds.Increased the number of Great Skill Checks required to 5 (was 4).More specifically, it allowed the Survivor to replenish their Toolbox while continuing to work on Generators (unlike Built to Last which requires them to leave the Generator and hide in a locker).įor the release, we have made a few changes to this Perk to make it less of a clear choice: Many have voiced concerns over how powerful this effect can be when paired with a strong Toolbox, doubling the value of an already strong Item. This Perk allows the user to replenish a Toolbox’s charges by hitting Great Skill Checks and rummage through an opened chest to find a guaranteed Toolbox. We’ve received a lot of feedback surrounding one of Gabriel Soma’s Perks, Scavenger. At the same time, we’ve updated two Add-ons (Diagnostic Tool (Repair) and Nanomachine Gel) to be active during Overclock rather than ‘after teleporting’ in order to make it clearer when their effects are active. This will give you a better idea of how long it will last after teleporting so you can better plan your next move. Lastly, we’ve added a meter to the Power icon to represent Overclock duration. This isn’t immediately obvious if it’s your first time playing The Singularity, so we’ve revisited these visuals to make it more clear: During the PTB, the only way to tell you were controlling a disabled Biopod was the colour of the targeting reticle. Interacting with the Supply Case prints an EMP four times faster.Īdditionally, Survivors who are currently holding an EMP will no longer see the auras of Supply Cases to reduce visual clutter and make it harder to efficiently chain together multiple EMPs.Īnother piece of feedback we received is that it wasn’t very clear when Biopods were disabled. Supply Cases now take 90 seconds to print an EMP passively (was 80 seconds).Decreased the number of Supply Cases to 5 (was 7).We want to keep EMPs meaningful and worth seeking out for Survivors, so for the release, we are instead reducing the number of EMPs available through the following changes: This is something that was echoed in your feedback: Many felt that their Biopods were disabled too often, and Survivors almost always had an EMP at hand just in case. We found that while the EMPs were effective in countering The Singularity’s Power, too many of them lead to frustrating matches for the Killer. Survivors can fight back using EMPs found around the map, granting them the ability to remove Temporal Slipstreams and temporarily disable Biopods. These Biopods not only allow it to surveil their surroundings, but also inflict Survivors with a Temporal Slipstream, allowing The Singularity to teleport to them. This AI driven android launches Biopods around the map. First up, we’ll cover the new Killer, The Singularity.
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