Players have been interested in Dead by Daylight’s bonus meta changes ever since they were announced during the 6th Anniversary release. These changes have the potential to disrupt major elements of the game.
Below is a list of all the meta changes coming to Dead by Daylight on Public Test Build next week, along with a list with developer comments on the changes.
Meta Perx Killer
BBQ and chilli – This perk is incredibly popular not because it is particularly powerful, but because of the large number of bloodstains. Entering a match without it will significantly slow your progress. We don’t want Bloodpoints to be a driving force in choosing privileges, so we’re removing the Bloodpoint bonus. We understand that this change may seem jarring, but please note that this update also reduces charm by approximately 75% with a match incentive that allows blood points. We believe this is a necessary step to attracting more Aura Reading Privileges, as earning Bloodpoint will no longer be a crucial factor.
Hexagon: Ruins – Most charms in Hex: Ruin don’t require generators to stop and hit, as well as the ability to passively retreat from afar. These features give Ruin a unique slowdown perk, so we’re not trying to change them. To match Hex: Ruin with other perks, we reduced the regression rate from 50/75/100% to 100%/150/200. This will reduce its power without destroying its main charm. After killing the Survivor, Hex: Ruin will automatically close.
pop weasel go – Pop Goes the Weasel gives Slayers a controlled way to remove meaningful progress from the generator of their choice. Since the generator run is 2.5% of its default advance, we decided to lower some numbers to compensate. These bonuses will now remove 20% from the generator To flow (not total) Progress. This change will make Pop Goes the Weasel very effective against nearly completed generators, but weaker against generators that show little progress.
corrupt intervention – This perk makes the start of the match more manageable, requiring survivors to dig deeper into the map before fixing the generator. We are not trying to change this direction. As you level up, bonuses will be disabled as soon as the survivor enters the death state. We believe this change will protect against Corrupt Intercepts in early editions of the game to facilitate efficient kills and limit their power.
Tinker – Tinkerer is a popular choice for the information it provides. Avoiding generator activation is a game changer, especially for high mobility Slayers. However, it can be somewhat depressing when paired with some regression perks. As such, Tinkerer can now only be activated once per fabricator – but if the base tax is increased to 90, Killers will have more time to close in.
Hex: No one can avoid death (or NOED for short) – This advantage makes it a very effective return tool, but not useful in high level games. We like that NOED encourages Survivors to clear totems ahead of time, so we’re not directly trying to weaken their strength. Instead, survivors will see the Hex Totem aura within 4 meters after activation. This range increases to 24m in 30 seconds. We believe this change will preserve good NOED choices for late game builds and encourage survivors to try and find a totem and save the last second.
Scourge Hook: Pain Resonance – Pain Resonance, the latest addition to the Meta, allows the Slayer to eliminate a significant portion of the most advanced generator simply by joining the Survivor. The sound notification also allows the killer to mute survivors while they continue to repair. The “All Deal Jack” that provides both a powerful regression effect and important insights.
With that in mind, we’re eliminating noisy notifications. The affected generator explodes instead of exploding after losing progress, and survivors no longer scream. We believe this will ensure that pain resonance remains an advantage of strong regression while limiting its informativeness.
Progress converted into capital 👏
39 bonus changes (including meta) 👏
After? 🤯The June 2022 Developer Update has arrived. It’s good.
🔗 https://t.co/bMLCAryFmI pic.twitter.com/R1p2SGjScb— Dead By Daylight (@DeadByBHVR) June 22, 2022
Survivor Meta Perks
slowly – Dead Hard is the most common perk used by Survivors, and it’s easy to see why. On the right hand, it acts as a third state of health, allowing the survivor to escape from a situation they would otherwise fall into. There are two main ways to use Dead Hard: avoid hitting and keep your distance (to reach a nearby pallet or window). In the latter case, the killer can’t do much. So, Dead Hard now grants a permanent effect for 1 second when activated. If you time it correctly, you’ll avoid hitting and gain speed. This removes “Dead Harding for Distance” and only uses it to avoid hits that Slayers can anticipate and therefore even bait.
a decisive blow – One of the main appeals of Decisive Strike is its effectiveness in preventing the formation of tunnels. With the upcoming gameplay changes, we expect Decisive Strike usage to decrease slightly. For the most part, we believe the perk is for healthy play and can be easily avoided for Slayers who don’t choose to build a tunnel for the unopened Survivor. However, at the end of a match, the Killer usually does nothing to prevent the Survivor from escaping with a decisive blow. Going forward, Decisive Strike will now close as soon as the exit door is opened. Also reduced constraint duration from 5 seconds to 3 seconds. We will also simplify the definition of bonuses: Decisive Strike will now be canceled by visible actions.
borrowed time – Like Decisive Strike, this perk gains popularity by giving a counter attack against a camp killer. Since a lighter version of the Borrowed Time effect has been added to the Survivor base set, we need to increase the bonuses accordingly.
Borrowed Time will now extend the stamina effect of nullified survivors by 6/8/10 seconds and increase the duration of bonus movement speed by 10 seconds for any survivors you unlock. These effects are reversed if the unused Survivor performs a visible action.
Although the overall loan time will be longer than before, we expect the inclusion of a lighter version in the base kit will result in lower usage rates.
Will of ᲠKin – This perk allows skilled players to play the Mind Game more effectively in many areas, removing the Whirlwind of Pain. We are reducing pain reduction blasts to 25/50/75% to address high usage rates. Additionally, when Iron Will is exhausted, he is no longer active – although this does not cause self-exhaustion.
Personal care – While Self-Care has a community-dividing reputation, we were surprised to see its use peak in higher skill matches. As you wish, a consistent and reliable method of healing is a powerful tool in the right hands. Additionally, self-healing increases the effectiveness of medkits, allowing survivors to recover from additional treatments. To reduce his health, self-healing recovery speed will be reduced to 25/30/35% and item effectiveness bonus will be completely removed.
spinal tremor – This perk overrides the Survivor’s warning when the killer is approaching, and the basement speed increase becomes the main attraction in multi-purpose lobbies. There are several aspects of this privilege that we would like to clarify. Spine Chill will now only activate if the Killer has a clear view of the Survivor. This eliminates the clumsy counterattack the killer would have to seek out to provide a stealthy approach. Next, we’ll add a short duration (0.5 second) effect to Spine Chill. This will prevent the bonus icon from flashing while the Slayer looks around and will make their movement speed more consistent. Finally, we will completely remove the basement speed bonus as it does not match the nature of the bonuses.
Source : dbl tap
