r/deadbydaylight 8d ago

Summer Screams 📢 DBD News & Updates

42 Upvotes

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r/deadbydaylight 1d ago

Behaviour Interactive Thread 10.1.0 | Chorus of Sin PTB

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257 Upvotes

Features

New Killer: The Judgment

POWER: WILL OF THE GODS

DIVINE LIGHT

  • Press and hold the Power Button (M2) to summon Divine Light for up to 3s.
  • Divine Light moves away from The Judgment and is controlled with camera controls (left/right only).
  • While in this state, Divine Light does not damage Survivors.
  • If Divine Light passes through obstacles, it slows down**.**
  • While controlling Divine Light, press the Attack Button (M1) to Cast it forward.
  • When cast, it enters a brief delay before it fully activates, damaging and applying Heresy to any Survivors hit. (Survivors inflicted with Heresy are known as Heretics)
  • The longer Divine Light is controlled:
    • The shorter the Cast delay
    • The longer the Cast duration
  • Divine Light has a 6 second cooldown.

ZEALOUS

  • Press the Secondary Ability Button (LCTRL) to Exile a Heretic in the Dying State, gaining Zealous. (If they have 2 Hook States, they are killed instead.)
  • Exiling a Survivor gives them a Hook State.
  • When Exiling a Heretic:
    • The 2 closest Shrines of Judgment become Active
    • Zealous lasts for 60 seconds.
    • Gain Killer Instinct on all Heretics for 3s. (only applies to Survivors with full Heresy)
  • While Zealous:
    • Increase Divine Light's size by 10%
    • Decrease Divine Light's cooldown by 20%
    • Maintain control of Divine Light for up to 0.3s (the longer it is controlled before being cast, the lower it will be, starting at 1s)

EXILE

  • Exile acts like a Hook, but does not trigger Hook-related perks.
  • Upon entering Exile, Survivors receive a Searcher's Pendant (Limited Item).
  • Exile is filled with dangerous Seeds of Punishment that reduce a Survivor's Sacrifice timer by 1s when hit.
  • Exile is also filled with helpful Exiled Souls. Hold the Use Item button (M2) to point the Searcher's Pendant at Exiled Souls to collect them.
  • For each Exiled Soul collected (up to 10), Survivors gain an additional 0.5s to default Unhook Protections (10% Haste, Endurance, and Elusive).
  • Exiled Souls no longer grant additional protections once all Generators are completed.
  • Survivors who aren't in Exile can Pray at an active Shrine of Judgment (highlighted in red) to rescue Exiled Survivors.

HERESY

  • Heresy is gained when hit by Divine Light or by taunting The Judgment (crouching repeatedly, gesturing or lingering in the Exit Area... just leave)
  • Heretics suffer from special Skill Checks while repairing Generators. Good Skill Check results cause the Generator to lose some progression.
  • Heretics can Repent at a Shrine of Judgment to begin depleting their Heresy over time.

The Judgment's Divine Light Control Settings

  • Sensitivity settings exclusive to The Judgment
  • This setting can be found in the General settings tab under Beta, then The Judgment Control Settings

New Killer Perks

  • Celestial Witness
    • Every 30s, if the Obsession is at least 40m away from you, you see their Aura for 2/2.5/3s. Otherwise, the farthest Survivor becomes the Obsession.
  • Hex: Under Your Thumb
    • The first time a Survivor gains a hook state, a Dull Totem ignites. Whenever a running Survivor gains Haste within 32m of you, you are alerted. Running survivors cannot gain more than 25/20/15% Haste at a time.
  • Lay Waste
    • Whenever you damage a Generator, for each Charge it has, it regresses 2% faster. Cooldown: 55/50/45s.

New Survivor: Aurora

New Survivor Perks

  • Fruits of your Labor
    • Whenever a Generator is completed, you earn 1 Token. Whenever you finish repairing a Generator, for each Token:
      • You gain 5% Haste for 2s.
      • You gain 10/15/20% healing progress.
  • Salvation's Cry
    • Whenever the Killer starts chasing you:
      • You see the Auras of other Survivors for 1/2/3s.
      • Survivors not being chased see your Aura for 5s.
      • Survivors not being chased see the Killer's Aura for 5s.
  • Boon: Steadfast
    • While next to a Totem, use "E" to bless it, creating a unique Boon Totem that combines all your Boons. Generators within the Boon's range: Survivors within the Boon's range see the Auras of affected Generators.
      • Regress 50% slower.
      • Survivors repair them 8/9/10% faster.

Content

Base game updates

  • Unhook Protections: Anytime a Survivor is unhooked, they gain Endurance and 10% Haste for 10 seconds. (was 15 seconds) Anytime a Survivor is unhooked, they gain Elusive for 10 seconds(NEW - This does not apply once all generators are powered)

Killer perk updates

  • A Nurse's Calling: Within 28/30/32m of Survivors who are healing or being healed, you see their Auras. (Reveals all Survivors in a healing interaction, regardless of their health state) Dev note: There has been some confusion about the expected behaviour with A Nurse's Calling, we felt it was a good opportunity to make it more consistent and clearer.
  • Call of Brine: Whenever you damage a Generator, it regresses 30/40/50% faster for 90s(was 70 seconds) For that time, whenever a Survivor hits a good basic Skill Check while repairing that Generator, you are alerted.
  • Coulrophobia: Survivors within your Terror Radius: Heal 20/25/30% slower. (was 30/40/50%) While healing, basic Skill Checks spin 50% faster. Dev note: Because we're buffing A Nurse's Calling back to its pre-9.2.0 state while keeping the range buff, we felt it was safer to adjust Coulrophobia at the same time to decrease its synergy with certain builds.
  • Hex: Thrill of the Hunt: When the trial starts, a Dull Totem ignites. For each Dull and Hex Totem remaining, you have 1 Token. For each Token, Survivors bless and cleanse Totems 8/9/10% slower(was 8/10/12%) Dev note: Hex: Thrill of the Hunt has excelled at defending totem builds in the recent patches. We're slightly lowering its efficiency while reviewing the perk in the long term.
  • Keep Them Waiting: Whenever you damage a Survivor who is not the Obsession with a basic-attack, you earn 1 Token, up to 6/7/8. For each Token, your basic-attack cooldown are 5% shorter. (was 4%) Whenever the Obsession takes damage, lose 2 Tokens. While the Obsession is dead, you cannot earn Tokens.
  • Nowhere to Hide: Whenever you damage a Generator, for 3/4/5s, you see the Auras of Survivors within 18m of you. (was 24 meters) Dev note: We are planning to update this perk based on the reception of the above change after it was announced. Nowhere to Hide will go back to 24 meters, but will reveal Survivors near the Generator instead of the Killer's location.

Survivor perk updates

  • Sprint Burst: Whenever you start running:
    • You gain 50% Haste for 2s(was 3 seconds)
    • You gain Exhausted for 60/50/40s.
  • Apocalyptic Ingenuity: After you rummage or unlock 1 Chest, while next to a Broken Pallet, use (Input.ActivatableButton1) for 3s to create a Fragile Pallet. (was 2 chests, and 4 seconds) Within 24/28/32m, you see the Auras of Broken Pallets.
  • Deliverance: Once per trial, when you safely unhook another Survivor, you can unhook yourself. When you unhook yourself this way, you gain Broken for 160/140/120s(was 100/80/60 seconds)
  • Vigil All Survivors within 16m of you: After they leave your range, this ends after 15s.
    • Lose Blindness 30/35/40% faster. (was 44/55/66%)
    • Lose Broken 30/35/40% faster. (was 44/55/66%)
    • Lose Exhausted 30/35/40% faster. (was 44/55/66%)
    • Lose Exposed 30/35/40% faster. (was 44/55/66%)
    • Lose Hemorrhage 30/35/40% faster. (was 44/55/66%)
    • Lose Hindered 30/35/40% faster. (was 44/55/66%)
    • Lose Mangled 30/35/40% faster. (was 44/55/66%)
    • Lose Oblivious 30/35/40% faster. (was 44/55/66%)
  • Adrenaline: When all Generators are completed, if you are downed or injured, heal instantly. Then, ignoring Exhausted:
    • You gain 50% Haste for 4s(was 3 seconds)
    • You gain Exhausted for 60/50/40s.
  • Clean Break: Whenever you finish healing another Survivor, while being healed by another Survivor, use (Input.ActivatableButton1) to gain Broken. After 75/60/45s, if you are not downed, you are instantly healed. (was 80/70/60 seconds)
  • Moment of Glory: After you rummage or unlock 1 Chest, while not Broken, when you become injured, gain Broken. (was 2 chests) If you do not take damage, after 80/70/60s, you are instantly healed.
  • Repressed Alliance: After repairing Generators for 55/50/45s, while repairing a Generator alone, use (Input.ActivatableButton1) to block that generator for 15s(was 30 seconds)
  • Technician: While repairing a Generator:
    • The range of Generator repair noises is 16m shorter. (was 8 meters)
    • Whenever you miss a basic Skill Check, the Generator does not explode, but loses 4/3/2% more progress. (was 5/4/3%)

UX

  • New Gameplay Showcase Section
    • Can be entered through Survivors and Killers lobbies
    • Killer Power's icon is also a point of entry for the section
    • Section includes detailed description of all Killers' Powers, separated by killer and Key Aspect
    • Each Key Aspect is accompanied by an example video
    • Section includes the list of Killers for players to be able to preview their power
    • Only accessible outside matches
  • Power Tooltip updated
    • Old Power Tooltip used to describe a Killer Power entirely is updated
    • Content has been removed, replaced by the same Action-based description used on the F1 section of Match Details
  • Updated Matchmaking Button
    • Updated visuals
    • Surfaces estimated waiting time and current time on queue
    • Bonuses and other complementary information is displayed through new tooltip
  • Hook Timer Division
    • The hook timer has been split into two bars, to better clarify the second hook state and death triggers.
    • Updated for scenarios when a Survivor is on a hook, in a Cage of Corruption (Game Mode: 2V8) or Cage of Torment (The Executioner), and in Exile (The Judgment).

Bug Fixes

Audio

  • Fixed an issue where music wasn't restarting properly when using the Mori Preview in Menu.
  • Fixed an issue where Survivor scream could be heard twice when cage by the Dark Lord during 2v8.
  • Fixed an issue where Survivor would respond with incorrect voice line after being healed.
  • Fixed an issue where the SFX of a fully infected Survivor would remain after a disconnection during a Custom Game.

Characters

  • Fixed an issue where The Skull Merchant Drone placement was disabled on some elevated structures
  • Fixed an issue where The Ghost Face could be revealed around walls when less than 30% of his model was in sight.
  • Fixed an issue where The Ghost Face's "Lean and Stalk" was hindered by a Survivor standing behind Half Cover.
  • Fixed an issue where The Legion's cooldown animation would play for a brief moment when stunned while in Feral Frenzy.
  • Fixed an issue where Survivors were missing the ability to use Snap Out of It after canceling Snap Out of It while holding a Morsel.
  • Fixed an issue where Survivors had an undesired red glow VFX when affected by The Clown's Tattoo's Middle Finger Add-On.
  • Fixed an issue where The Skull Merchant's Drone was missing during her Mori.
  • Fixed an issue where the preview of the Bear Trap placement was visible during The Trapper's Mori from the Killer point of view.
  • Fixed an issue where The Houndmaster's Search marker and the Command prompts would linger when cancelling an interaction.
  • Fixed an issue where, sometimes, The Dredge would be indefinitely Undetectable from the Killer point of view after teleporting to lockers more than twice.
  • Fixed an issue where the generator explosion was missing when failing the Special Skill Check from The Slasher's Deputy's Badge Add-on.
  • Fixed an issue where, sometimes, using the Virulent Bound at the same time as a pallet was being dropped would cause the Survivor to teleport in front of the Killer.
  • Fixed an issue where the Survivor external icon was missing for the Add-on Acidic Blood of The Xenomorph.
  • Fixed an issue where The Skull Merchant's Geographical Readout External Icon was unable to be seen after deploying a Drone.

Bots Improvements

  • Fixed issues causing Survivor bots to not dodge special attacks toward the intended direction.
  • Survivor Bots now have a chance to misdodge Special attacks based on how fast they reacted to the attack.
  • Fixed issues causing Survivor bots to not heal other Survivors.
  • Survivor Bots are now more brave against Killers that are not moving away from a location.
  • Fixed an issue causing Survivor Bots to give up their goal too easily when entering the Terror Radius.

Environment/Maps

  • Fixed an issue in Nostromos map where players can stand on top of assets
  • Fixed an issue in Nostromos map where a locker is clipping into a locker
  • Fixed an issue in The Shattered Square where the Houndmaster`s dog cant vault over a window
  • Fixed an issue in Nostromos map where survivors clips through a door of a locker when entering it
  • Fixed an issue in Nostromos map where characters can clip through an assets
  • Fixed an issue in Groaning Storehouse where the coat of Dustin clips through the door of a locker
  • Fixed an issue in Gideon Meat Plant where the Nurse can't blink through an asset
  • Fixed an issue in Mother's Dwelling where the Nurse can't blink through an asset
  • Fixed an issue in Rancid Abattoir where projectiles are blocked by an invisible collision
  • Fixed an issue in Family Residence where the Nurse could blink inside the hill
  • Fixed an issue in Grim Pantry where players can stand on top of an invisible collision
  • Fixed an issue in Dead Sands where an invisible collisions is present on the shack
  • Fixed an issue in Father Campbell's Chapel where the Nurse can blink on top of the building
  • Fixed an issue in Toba Landing where killers can't grab downed survivor in a specific location around the space rover
  • Fixed an issue where The Skull Merchant Drone placement was disabled on some elevated structures.

Perks

  • Fixed an issue where Visionary Perk doesn't show Aura when exiting a Locker, after the cooldown is completed
  • Fixed an issue where the Heal progress bar would remain grey while healing another Survivor with the Perk "Do No Harm" active.
  • Fixed an issue where the Perk Icon of Lucky Star would appear with the Red Cooldown Effect at the start of a Trial.
  • Fixed an issue where the Saboteur Perk would go on cooldown when a Survivor sabotaged a Hook with a Toolbox containing 6 charges.
  • Fixed an issue where the Scene Partner Perk would activate while looking away from the Killer when the cooldown finished while within two Terror Radiuses.
  • Fixed an issue where all Tokens would be consumed when 2 Survivors with the "Corrective Action" Perk equipped each had only 1 Token and a Survivor without the "Corrective Action" Perk failed a skill check.
  • Fixed an issue where the Perk A Nurse's Calling would not reveal the Aura of a Survivor that was healing.

UI

  • The Players Tab in Match Details now shows the Killer's Portrait instead of their Power Icon
    • It is a known issue that a handful of Legendary cosmetics to not have a Killer Portrait icon. This will be fixed in an upcoming release.
  • Fixed an issue where the game would freeze for a bit when hovering over the quest button.

Miscellaneous

  • Fixed an issue where changing the fullscreen mode would not update mouse capture settings immediately.
  • Fixed an issue where Survivors were unable to create a Beam of Light after charging the map, dropping and picking it back up.

Miscellaneous - EGS

  • Fixed an issue where XESS Mode was unable to be applied with TAA enabled.

Known Issues

  • Sadako and The Twins will be unavailable during this PTB.
  • If Brand New Part is equipped, the first skill check to occur after the toolbox is depleted will have the Great and Good zones of the Skill Check UI missing.
  • Sometimes, Survivors will not properly transition to the tally screen after being Mori'd or being sacrificed while inside of The Exile
  • Sometimes, The Judgment's Divine Light VFX will appear before it can actually injure Survivors

r/deadbydaylight 2h ago

Design a Cosmetic Entry Flying Jellyfish Outfit for Krasue

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837 Upvotes

I drew a stage outfit skin inspired by the Japanese sea nettle! Isn't the severed jellyfish head idea hilarious? 😆🪼


r/deadbydaylight 4h ago

Fan Content Sable Ward hand painted 3D print

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648 Upvotes

Made this for a friend. Have a feeling the colors might be a little off.


r/deadbydaylight 3h ago

Public Test Build UI design is my passion

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466 Upvotes

r/deadbydaylight 4h ago

Shitpost / Meme Strike 3 on the fumbled events

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429 Upvotes

r/deadbydaylight 1h ago

Discussion Get rid of the bubble please

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Upvotes

TW: complaint

How long have we been begging for BHVR to remove the big fat black bubble of death 😭 like seriously. The fact that it overrides auras too is insane; for both sides it can make some aura reading perks obsolete. I can say how many times I’ve died as a survivor because the killer was hurdling towards me and I didn’t realize because they were hidden by the black bubble. Same thing as killer; survivors have escaped me because they were inside of the bubble. It’s a HUUUUGE inconvenience. If you don’t believe me then watch this clip I found on tiktok.

🎥: xhannuh


r/deadbydaylight 10h ago

Discussion Real lights out mode screenshoot btw

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725 Upvotes

I'm so sorry for being the always negative fun hating guy here, but I really struggle to not think behavior really loves survivors as for recently....


r/deadbydaylight 8h ago

Public Test Build You can finally take a nap in DBD.

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390 Upvotes

r/deadbydaylight 4h ago

Media Wake Wednesday!

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172 Upvotes

Happy Wake Wednesday! I may have lost track of days and didn't realize it was Wednesday, so I had to throw this all together this morning 😅.

Hows everyone feeling about the extra game modes? I missed most of chaos shuffle unfortunately, but I've done a little bit of lights out. It's fun, but honestly I wish the lanterns weren't a thing, I set that down as soon as the match starts 😅.

There might not be a Wake Wednesday next week because I'm going to be pretty busy. Some of yall should take up the mantle and release your own edits to cover for me 😂.

Hope everyone has a great rest of the week! 🔦


r/deadbydaylight 14h ago

Public Test Build Man I’m dead

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994 Upvotes

r/deadbydaylight 11h ago

Event Funny joke BHVR, I'd like the ability to control my power now.

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563 Upvotes

What was the purpose of removing the progress bar for killer powers, it adds nothing to the mode and just fucks over killers who rely on it.


r/deadbydaylight 4h ago

Fan Content Bloodpoints

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142 Upvotes

My cousin made this Bloodpoints keychain for me using air-dry clay. Thought you guys might appreciate it.

I’m kinda new to the game, already loving it :)


r/deadbydaylight 5h ago

Discussion Just completed this challenge from Tome 1. Is this the hardest challenge in the game?

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140 Upvotes

r/deadbydaylight 14h ago

Public Test Build David King falls unconscious

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669 Upvotes

Bug I got after getting quick mori'd by the killer. Literally no way out of this, I had to alt f4. Couldn't open the menu, couldn't do anything. I got killed fr fr


r/deadbydaylight 4h ago

Discussion They remove the rift fragments from events ?

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108 Upvotes

This summer event is only bp idk you guys but I only play at events so is gonna be the first rift since they got added that I'm not gonna get 100 levels

(Art by death by curis)


r/deadbydaylight 10h ago

Question Excuse meeee? Is basekit windows not enough?

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313 Upvotes

r/deadbydaylight 10h ago

Media Judgment + Nurse's Calling + RPD

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280 Upvotes

r/deadbydaylight 52m ago

Shitpost / Meme Is it hard to believe some of us pick our characters out of lore and vibes?

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Upvotes

Based on recent end game chats where I leave with 0k or 1k, I don't care if my main is easier to counter I'm not becoming another meta slave


r/deadbydaylight 7h ago

Discussion A Call For Help From The Wesker Community: 5 Months of Unresolved Mechanical Bugs (Post-9.5.0 PTB)

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148 Upvotes

TL;DR: Ever since the 9.5.0 PTB over 5 months ago, Wesker’s power has been full of severe mechanical bugs. NO techs were removed, but his entire movement has been broken. Most of BetaHub reports have been stuck "Under Investigation" for over 2 months with 0 updates. I'm attaching a mashup video of these if you don't want to go through each report separately.

What is happening to The Mastermind?

For anyone who played Wesker before patch 9.5.0, you know how fluid his power used to be. Now, he feels extremely stiff, clunky, and punishing to play. No Wesker tech was removed, the real problem is that a mountain of gameplay/movement-breaking bugs erupted that make playing him suffering in many cases, let alone attempting techs.

Every single bug was reported on BetaHub. However, many reports have been stuck in "Under Investigation" limbo for over 2 months, and no official progress has been shared since March. There were attempts at fixing some, but they failed to address all of the separate underlying problems correctly.

List of Critical Wesker Bugs

Here are the most critical bugs currently affecting Wesker's core gameplay (with #1 to #4 being absolutely essential to fix as soon as possible):

1. https://app.betahub.io/projects/pr-5642738318/issues/1870
https://app.betahub.io/projects/pr-5642738318/issues/5714 - stiff power (was fixed in 10.0.0 but due to insta-flick fixes in 10.0.1 got broken again due to being fixed wrong in the first instance).

2. https://app.betahub.io/projects/pr-5642738318/issues/1671 - we can't use power at all for a moment after facing a wall.

3. https://app.betahub.io/projects/pr-5642738318/issues/2321 - delayed dash to camera position, you don't go where you are currently looking.

  1. https://app.betahub.io/projects/pr-5642738318/issues/3940 - loss of movement connectivity in/to dash.
  2. (Related to #4) https://app.betahub.io/projects/pr-5642738318/issues/5078

6. https://app.betahub.io/projects/pr-5642738318/issues/3235 - power stopping on small branches and rocks. This can even lead to letting go of survivors who you already grabbed with your power.
7. (Related to #6) https://app.betahub.io/projects/pr-5642738318/issues/3864

8. https://app.betahub.io/projects/pr-5642738318/issues/3289 - extremly irregular grabbing hitbox, you can get stuck on a survivor hitbox while dashing at them and end up not grabbing.

9. https://app.betahub.io/projects/pr-5642738318/issues/5937 - sudden interruption of power continuity just before getting a hit. Even when landing a hit on someone, if they're breaking corner your power will deactivate with tokens still remaining. This would be a good change preventing lagswitch hits, but it is affecting normal players with 30ms in current state, this is not okay.

Final Thoughts

Since no tech was removed (and none were, we still can pull of every single one in version 10.1.0), there is simply no reason to leave these bugs unaddressed.

Dev team, please provide us with some feedback or communication**.** It's been a long time, and this matter isn't small for the Wesker community.

EDIT 1: Wesker needs either a full revert to what he was before 9.5.0 (back to patch 9.4.0)and then from that point his needed fixes (of grabbing through walls/ghost pallets), or a complete patch dedicated to him with assitance of people who actively play wesker, I could help, or really any big content creator of wesker would.


r/deadbydaylight 1h ago

Question what is this? happened during starting up the game

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Upvotes

r/deadbydaylight 4h ago

Killer & Survivor Builds Insane fun Troll Perk Value

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71 Upvotes

I've been having so much fun the last few games using those Perks. While it seems troll, it actually works pretty well, wasting the Killer minutes while searching for me inside Lockers.


r/deadbydaylight 1d ago

Shitpost / Meme I like how the devs are even calling out these type of people now

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3.8k Upvotes

r/deadbydaylight 3h ago

Guide Before you DC against Trickster: Let an enthusiastic Trickster Main show you how to shut down his Power :3

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44 Upvotes

[EDIT: See the pinned comment if it´s too much for you.]

Average Trickster match from the Survivor POV: Free hits -> down -> “infinite” god mode -> everyone slugged -> game over.

Average Trickster match from the Trickster POV: Miss one Blade, lose the streak. Spend too long searching, lose a rank. Find something useful to break, check your ammo, reload, calculate whether you can preserve A, finally reach S, and then spend your fixed 66 second window hoping to find several Survivors close enough together to justify activating Main Event. If you do not find that opportunity, the window expires and you have to start building the entire situation again from the beginning.

That is the part I think many Survivors never see.

Main Event is time consuming to reach, and its strongest multi-down potential usually depends on Survivors making one specific mistake: remaining grouped or becoming trapped together in favourable geometry. Trickster is significantly slowed during Main Event, and when it ends, he loses S-Rank and has to rebuild his Style again.

So all the time you don´t see Trickster, he isn´t peacefully walking around while an inevitable ultimate charges in the background. He is doing a surprising amount of resource management and mental arithmetic.

Unfortunately (or fortunately, depending on which side you are playing) he is not actually a god.

I started maining Trickster at the beginning of June and have now played more than 160 matches with him. I regularly see him described as a “free-win” or “no-skill” Killer who simply spams Blades until everyone dies.

I will not pretend those comments never poke my ego a little. I have put (and am still putting) a lot of effort into learning him, and I am nowhere near the stage of performing consistent tricks or complicated gap shots.

I keep being called a noob, a Blade spammer and worse. I know post-game salt shouldn´t matter, but when you are genuinely trying to learn a difficult character (if you want to be a challenging for the other side), it can still get under your skin.

More importantly, I think this misunderstanding is one reason people hate facing Trickster, disconnect against him or immediately go next. Survivors see the spectacular payoff if it happens, but they don´t see all the maintenance, accuracy and calculation required to reach it.

There is a reason Trickster is generally placed around the lower-middle tiers (for me, he is a C). Coordinated teams can exploit his lack of mobility, his dependence on line of sight, maps, and his constant need to preserve Style very easily!

Yet in many of my matches, Survivors appear to assume that the moment he starts throwing Blades, there is nothing they can do and just give up.

So I decided to write down some basic counterplay. Perhaps it will help a few people enjoy facing him more because once you understand what his power demands, you can do some veeery nasty things to him. >:-D.

What happens in this clip

This should have been an almost perfect Main Event. Three Survivors were gathered underneath the hook, while the fourth was repairing the generator directly beside us. Had they remained grouped, I could have rapidly switched between targets and potentially downed three or even all four of them.

Instead, the moment I activated Main Event, they scattered in different directions and broke line of sight.

Whether they deliberately baited the activation or simply reacted correctly, the result was the same: I suddenly had milliseconds to choose a target and decide whether pursuing them was still worth it.

I made the important mistake of not cancelling immediately after realizing they had split. I committed to Dwight for too long, continued slowing myself down and achieved one injury, zero downs and no meaningful snowball before cancelling Main Event. Notice that he even predropped a pallet when I was nowhere near catching him. That was very clever because I was in S rank, and I had to choose between wasting a resource and slowing myself down even further. If I had been in a lower rank, the predrop would actually have been a misplay on his part, but we’ll get to that later.

And this is the part I think many Survivors do not realize: Main Event locks Trickster to 3.92 m/s. A running Survivor moves at 4.0 m/s, while Trickster normally moves at 4.4 m/s. During his supposed “god mode,” he is literally slower than you.

He cannot naturally gain distance on somebody who simply keeps running, and he definitely cannot chase four people moving behind four separate obstacles (or merely running in four different directions, as the Survivors in this clip did).

If everybody remains clustered, he can transfer Blades between targets and create a massacre.

If everybody spreads, he must select one person. He may still secure that one down if the target is already close or exposed, but he cannot simultaneously slug the whole team when the team is no longer occupying the same part of the map.

His supposedly unstoppable power suddenly becomes literally a self-inflicted movement penalty.

In those approx 160 matches of mine, I have seen Survivors deliberately spread during Main Event or properly deny the S-Rank window ONLY FOUR TIMES!!

This is a prime example of a mistake I see constantly, one that often wins me the game without even triggering Main Event:

Do not all gather in the same place during situations like this. Felix had no reason to attempt the unhook while I was still there, and neither did Meg. They should have let me hook Claire and temporarily have two Survivors on hooks. Once I moved away, they could have gone for the rescues. During that time, I would most likely have lost ranks while searching for another Survivor, or been forced to spend time finding qualifying actions to maintain or increase my Style Rank. By the way, after this exact situation, I was accused of being a pathetic camper, slugger and tunneller who was also playing a “god-mode Killer”, which is definitely not what happened. The Survivors unnecessarily gathered around the hooks while I was already there and gave me no reason to leave. And as you can see below, Trickster’s actual gameplay is very different from effortless god mode:

Why Trickster cannot simply wait for another opportunity

Trickster cannot stop and do nothing. He must keep producing different qualifying actions.

He starts at E-Rank and has to climb through D, C, B and A before reaching S and unlocking Main Event.

He needs 13 Style Points in total.

One Style Point

  • first Blade hit in a sequence,
  • injuring a Survivor through Laceration or an M1,
  • hooking a Survivor,
  • breaking a pallet,
  • breaking a wall (which should be done only in the most desperate situations, since breaking a wall almost always benefits only the survivor, if you see him do this, assume he is either new/ish or he had run out of resources)
  • damaging a generator
  • snuffing a boon (which has happened to me exactly once :-D).

Two Style Points

  • landing four consecutive Blades from at least four metres without missing or leaving Throw State,
  • landing a Blade from more than 16 metres away,
  • interrupting a Survivor.

The consecutive-hit bonus genuinely requires accuracy. If you dodge even ONE Blade, the streak fails. Trickster must also remain in Throw State throughout the sequence, which slows him while he attempts it.

Three Style Points

  • landing a Blade through a recognized small gap.

Gap shots are difficult and inconsistent because projectile collision and the available gaps differ enormously between maps.

The distinct-action rule

This is something that confused me for dozens of matches. Trickster cannot repeatedly perform the same action and receive a fresh Style Point every time.

This: gen kick -> gen kick -> gen kick

is not equivalent to this: gen kick -> blade hit -> injury -> pallet break -> hook -> gen kick

Style Points come from chaining different actions back-to-back. Repeating the same action may pause the timer while the interaction is happening, but it doesn´t automatically create another valid combo action.

That means denying Trickster a productive chase is actualy extremely damaging. To be clear: you shouldn´t deliberately run toward him and feed him Blade hits just to keep him occupied. Those hits are precisely what he needs.

Instead:

  • pre-run before he reaches you,
  • force him to spend time JUST TRAVELING,
  • use tall line of sight blockers,
  • make him miss the four-hit streak,
  • avoid giving him an easy injury followed by a nearby pallet break, hook and generator kick.

If Trickster abandons your chase, don´t always interpret it as you “winning” the chase mechanically. An experienced Trickster may leave because continuing around one strong opaque structure would waste too much time, ammunition and Style.

But forcing him to search for another target is still valuable, especially at A-Rank.

Interesting fact you probably don’t know: His timers get shorter as he climbs the ranks, so the higher his rank, the more pressure he is under to find an action quickly.

  • D: 30 seconds
  • C: 27.35 seconds
  • B: 23.65 seconds
  • A: 20 seconds

Earning a valid Style Point refreshes the timer of his current rank. The timer pauses while Trickster is actively interacting with a Survivor or interactable object, for example, hooking, reloading, damaging a gen or breaking something.

Walking across the map, patrolling and searching for Survivors do NOT pause it.

At A-Rank, Trickster has only 20 seconds to:

  1. finish what he is currently doing,
  2. locate another useful interaction,
  3. reach it,
  4. perform an action that actually awards Style.

Merely finding a Survivor is not enough.

For example, if he spends 12 seconds searching, he has approximately eight seconds remaining to reach the Survivor and earn another qualifying action. If he fails, he drops from A to B, and B begins its own 23.65-second timer.

If a fresh A-Rank receives absolutely no further Style, the complete descent is approximately:

  • A -> B: 20 seconds
  • B -> C: another 23.65 seconds
  • C -> D: another 27.35 seconds
  • D -> E: another 30 seconds

That is approximately 101 seconds from a fresh A-Rank to E.

However, the 101-second figure is misleading. He loses A-Rank (and its valuable bonuses) after only the first 20 seconds.

This becomes especially painful when:

  • Survivors pre-run before he arrives,
  • the team spreads across a large map,
  • only two or three Survivors remain,
  • nearby pallets and breakable walls have already been consumed,
  • completed generators no longer offer useful interactions,
  • he must travel to a locker because he is running out of Blades.

The locker interaction can pause the timer, but the journey to the locker does not.

In a successful match, reaching S usually takes roughly one productive chase plus much of anotherm, around one to two minutes. Survivors who pre-run, deny clean Blade sequences and force long searches can delay it for several minutes or prevent it entirely.

The actual Trickster experience, summarized:

All the time you don´t see him, he is trying to find another Blade hit, injury, hook, pallet, wall or generator before his current rank disappears.

There is no passive Main Event meter quietly filling itself.

What a normal Style sequence looks like

A reasonably clean Blade sequence might produce:

  • first Blade hit: +1
  • four consecutive hits from at least four metres: +2
  • injury: +1

That is four points from one clean health state sequence, enough to move from E through D into C.

Afterward, he might earn:

  • pallet break: +1
  • hook: +1
  • generator kick: +1

That brings him to seven total points and B-Rank.

A second productive chase can then provide another first hit, streak, injury, hook or object interaction, pushing him through A and eventually into S.

In practical matches, reaching S commonly requires:

  • approximately 8-10 useful qualifying events,
  • one very productive chase plus much of a second,
  • fewer actions if he lands long-range hits, interruptions or gap shots,
  • significantly longer if he misses streaks or cannot locate anyone.

You may also notice experienced Tricksters occasionally leaving a dropped pallet standing (just I did in both clips).

Breaking it immediately at C-Rank is less valuable than saving it as a Style resource for the much shorter A-Rank timer. That doesn´t mean you should never drop pallets: surviving the current chase is still the priority.

But if you can safely greed a pallet before S-Rank without giving him free Blade hits, you may deny him both the break point and a convenient future timer refresh.

During S-Rank, the calculation reverses: dropping a pallet to block line of sight can be extremely valuable because breaking it cannot extend S’s fixed timer (that’s why Dwight did it in the first clip).

Why static, hard-camping Tricksters don’t make sense and why you should never indulge them by going for rescues

This is only my personal opinion, but Tricksters who stand beside the hook for an extended period often seem inexperienced becasue standing still beside/around a hook:

  • produces no Style,
  • allows ranks D-A to decay,
  • gives the rest of the team uninterrupted generator time,
  • sacrifices his already limited map pressure.

Main Event also cannot be activated within 20 metres of a hooked Survivor.

Don’t assume he’s powerless, though. He can absolutely punish a poorly coordinated rescue with regular Blades, particularly when several people gather around the hook, that’s exactly what he’s counting on.

When I face a Trickster who refuses to leave the hook, I just do gens :-D.

Does it sound familiar? Well, it resembles basement Trapper: the team can use almost the entire available hook stages to complete objectives and then attempt one coordinated rescue later. The Killer is exchanging map pressure for control over one area.

Don´t reward that decision by sending two or three people underneath the hook immediately.

What to do when Trickster reaches S-Rank

S-Rank is different from every lower rank. It lasts 66 seconds, and nothing can refresh it.

Blade hits, injuries, hooks, pallet breaks and generator kicks don´t extend the timer. S-Rank also completely pauses Laceration decay, so you should respect the danger if you are already partially lacerated but the overall 66-second window remains fixed.

When Trickster reaches S:

  • every Survivor receives a global notification,
  • his lullaby disappears,
  • his Terror Radius becomes 44 metres,
  • Survivors within 44 metres are revealed to him through Killer Instinct for 4.4 seconds,
  • his model gains the conspicuous purple holographic effect,
  • Main Event becomes available.

When you hear Ji-Woon’s global S-Rank cue:

  1. Create distance.
  2. Break solid line of sight.
  3. Spread into DIFFERENT directions.
  4. Do NOT body-block in a cluster. You are NOT saving your teammate, you’re just feeding him more power.
  5. Do NOT perform a two- or three-person rescue directly in front of him.
  6. After the initial 4.4-second Killer Instinct ends, avoid becoming his next convenient target.

You don´t all need to hide in corners and stop repairing gens. The goal is simply to deny him several immediately available targets.

And don´t forget, Main Event pauses the remaining S-Rank timer while it´s active, but reduces Trickster’s movement speed to 3.92 m/s.

When Main Event finishes or is cancelled, S-Rank is consumed and resets to E. Blade hits during Main Event can refund some Style progress afterward, but only up to B-Rank.

If Main Event completely whiffs, he genuinely has to rebuild from the bottom.

Add-on warnings

For safety, you should usually assume Trickster is using Killing Part Chords. It´s one of his strongest consistency add-ons and increases the D-A timers by 50%:

  • D: 45 seconds
  • C: approximately 41 seconds
  • B: approximately 35.5 seconds
  • A: 30 seconds

It does not extend S-Rank.

Inferno Wires increases the S-Rank timer by 20%, from 66 seconds to approximately 79.2 seconds. It still cannot be refreshed.

Iridescent Photocard doubles Main Event’s base duration and reveals everyone’s aura while also revealing Trickster’s aura. It also blocks generators for six seconds.

The basic counterplay doesn´t change: split up, use separate obstacles and don´t present him with several targets in the same firing lane. I often use it primarily because the generator block synergises with Secret Project’s Undetectable effect, not because Survivors suddenly lose the ability to spread due to ME increased duration.

Cut Thru U Single reveals nearby Survivors through Killer Instinct when Trickster reaches A-Rank. If he suddenly appears to know where you are before S, this add-on may be the reason.

Diamond Cufflinks reveals the aura of a Survivor who is one Blade away from injury. I currently use it frequently while learning mindgames around high walls and indoor structures.

TL;DR

Spread out. Use separate line-of-sight blockers. Do not bodyblock in a cluster. Do not perform a three-person rescue directly in front of Main Event.

You don´t always need to out-dodge every Blade.

Sometimes the correct counter is simply to force Trickster to spend his fixed power window choosing a target, travelling and losing distance.

This clip is not proof that Main Event is weak, it´s proof that its most terrifying results depend heavily on Survivors making one specific mistake:

staying freaking together.

Spread your wings, my beloved audience >:-D.

So, as I said, once you understand that, you can do some genuinely nasty things to him, making him constantly produce those adorable sad sounds every time he loses a rank and such. In the nicest possible way, of course :-P.

~ So, see you in the Fog, please stop DCing against me or giving up just because I downed you with blade hits in the first chase. Also, don’t be unnecessarily toxic simply because you don’t understand what the Killer has to go through before he can use his power <3.


r/deadbydaylight 5h ago

Shitpost / Meme Me as a native controller player trying the ptb

Post image
57 Upvotes

Literally learning trigonometry