January 2022 Update Exists – Dead by Daylight



Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg

Yes these are real: https://forum.deadbydaylight.com/en/discussion/302821/developer-update-january-2022-part-1#latest
http://www.twitch.tv/ScottJund
https://discord.gg/TheBreaderhood

source

47 thoughts on “January 2022 Update Exists – Dead by Daylight”

  1. Eh, not excited, Nerfs on Clown (Weak killer that not a lot of people play)
    Nerfs on Twins (Like 4 people play this killer)
    Nerfs on Nemmy (Sad days, the only 1 good addon besides broken coin is now reduced to atoms, dark days)

    Reply
  2. Nemi got nerfed? Aw man. Made him 4.8 speed? no, made zombies ai more consistent? Did they at least give him a third zombie? No, only changed addons, did they make Marvin's blood a green addon? No, ok I see. They just straight up nerfed it huh.

    Survivor sided

    Reply
  3. I am more pissed at what they did to Nemmy. I actually just started a fast zombie build and it was actually pretty damn funny when they weren't bugging out. Now they go and not only make those addons worse but also Marvin's blood? BHVR you dumb son

    Reply
  4. I dislike the wiggle change. Hear me out why.
    With struggling on hook the punishment for not mashing was death, your game ends, bye bye. With wiggling it currently is.. most likely nothing? Also your speed of pressing a and d doesn't even have to be that high to make the bar progress – and progress speed is always the same. The skill check option is fine for people with wrist problems, but it's a tradeoff for having to pay attention to your screen and skill checks now.
    Make it a selectable option between "mashing" and skill checks, thank you.

    Reply
  5. From my programming experience I can tell that restructuring the way game is packed, compressing and dealing with a ton of old ( probably legacy, who-knows-how-well documented and from colleagues who might not work at the company anymore) code is no small task.
    I actually think DbD has done a lot of the technical background side in the last year than gameplay-wise and wouldn't say that devs have done nothing between mid-chapters. I find this "future stuff talk" pretty unuseful though, but for other reason. If you talk about feature update or addition, you must be pretty sure you pull it through. A lot of stuff sounds good on paper but as soon as you start to implement it… well it almost never go as smooth as planned. And if you scratch it later for any reason ( dumb idea/ exploitable/no resources), users will not be happy and will remember it.
    From the gameplay – im pretty sure balance and fun is not that easy as just % change. One of good examples was bear trap change. It was simple rng an each attempt. And players in their mass doesnt get how rng works. If you have a big playerbase, you will get that small percentage of people, who cant get off bear trap in 3 minutes. And its fair. Balanced if you want to call it so. But not fun. But implemented pity rng(which is a well-known method in game design) did the job. As far as I could tell, every side was happy.
    Also Im sure devs collect and discuss player suggestions from forums/reddit/etc. Its cheap brainstorming, no reason not to parse this data. And some reason behind not implementing stuff right away.
    Now for the dumb part: Distortion – leave at 3 but get token each time a gen is completed. People use it in hiding builds, let them hide. IIRC most popular killer aura stuff: BBQ (9 uses at max), Nurses (hard to tell, usually a lot in my games), Bitter Murmur ( hello Huntresses =), 5 ), undying (I usually get 2 uses before its broken, but dont notice all of them always), Imall ears(1 or 2 pro survivor), retribution (also vary, lets say 2). Some addons (on Wraith, Plague, Clown..) will burn it like its nothing. So, If killer uses only 1 of them Distortion will either cover you completely or for the first 2 mins minutes of match. If killer uses 2 of them, its gone and you dont even get how. Dont get me wrong, you can deduce killer perk and its sorta fun, but its a side effect imo (also OoO offers this option). With extra token from a gen, it will consistently cover you if killer has 1 aura perk and here and there if he has 2. Addons will still beat you. So its more consistent for some gameplay styles and maybe more fun.
    Change from M1 condition on perks is a good one. There shouldnt be the case, when some killers cant use a whole class of perks.
    Coupe de Grace – just take token when M1 lunge resuts in a hit. All of the people I asked dont use it because it bothers them if they mess it up and its has 5 uses at max. Not because of lunge speed, time and numbers. Same people are happy with Play with your food, although you can argue that you get somewhat around 5 PWYF hits in a match (maybe more). But then again: maybe implementing it on dedicates servers is not that simple: how do you handle hit validation? what happens if during the lag gen completes and hit occurs? what is exploitable, can players find a way to use perk without consuming a token? See what I meant at the beginning?
    Thanks for reading =)

    Reply
  6. Even though I've stopped playing I still keep up with the updates as I'm hopeful to return one day. Hearing they are considering more info for solo survivors is great… I'm just angry that after 4 years of people asking for it they only consider it when a (potentially) viable competitor appears with that exact feature and everyone loves it. I have no dount it'll take a year or two for this to even release into a ptb. Overall its a good change (idea) though.

    But then they immediately go on to make more bizarre and nonsensical changes. Wake up isn't used because its feature is barely situationally useful, not because of numbers. Same with Gearhead. There are perks that give similar or slightly less info with significantly more utility. It's like they don't understand.

    Reply
  7. Dead Man''s Switch change proves devs have no idea what they're doing and just balance based on usage percentages. With these Dead Man's Switch is completely overpowered. Class Photo, Doctor Blast, Scourge Hook: Pain Resonance, and just chasing people off gens locks them for up to 45 seconds. That is completely broken and will instantly be meta if it makes it to live (it wont.) I want to see killer buffs as much as the next killer fan, but we don't need broken garbage that's just going to be removed the very next patch. We need a dev team that knows their game, and these devs absolutely do not.

    Reply
  8. I heard from someone who mined the data on MMR that the float for matchmaking is 300 MMR at peak hours. The minimum is 800 and the max is (apparently) 1700. So the bottom MMR players can get people around 1100, and comp players can get people around 1400. They need to either bite the bullet and lower that float range or massively expand the MMR range.

    Reply
  9. Imagine getting pissed at developer plans just because it's not exactly what they're doing right now and only that
    Dev updates aren't meant to exclusively talk about what's happening now. They're for talking about what the development team is doing, planning and thinking.
    Over time I've come to like you less and less

    Reply
  10. Can't believe they buffed distortion. Seriously I know Jeff is a meme but a rework of all his perks would be pretty damn good. They could even keep the god meme seem to have made on his perks

    They should make distortion gain a token every 50% on a gen or for every unhook. Start with 4 tokens still tho or make it so if he is next to a locker but not inside it doesn't take away a token when your aura is cancelled

    Reply
  11. I like when they buff niche or bad perks but they really could do more. Maybe they could even take stats of most used bad or niche perk and then fix them rather than buffing shit like buckle up

    Reply
  12. personally, I've wanted a patch like this forever
    it might not be the most interesting PTB change they made but I love that they are doing small changes to perks.
    I'd love to see them do more changes like that to a lot more perks in the future, maybe tweak meta perks by a little and let the player base find their new builds

    Reply
  13. Dead Mans Switch on the arist is going to be extremely powerful. You throw your crows at gens. And if people dont let go of their gen then you injure them with the second crow but if they do let go then the gen gets blocked. I already was thinking this perk would be good on her but this just makes it even more powerful. Throw in thrilling tremors as well.

    Reply
  14. I do think it’s funny how the community always says “they need to take a break from big releases and focus on QOL and balance!!” but then complain that a patch that does that is boring lol

    Reply
  15. Sorry Scott, it seems (retorically, in fact it's confirmed) that the wiggle skill check HAS great skill check. The devs seems to think that survivor should wiggle free more time.

    Reply
  16. A small point on Gearhead, but I think Scott misunderstood the change. The way the new version works is, after you damage someone, the perk becomes active and it stays active until a survivor does a Great skill check on a generator. There's no time limit on that, you're guaranteed to get an aura on the next Great skill check. The aura is of the survivor and then lasts for 10 second (for comparison Lethal Pursuer is a 9 second aura, so 10 seconds is a fairly long time).

    Overall this seems like a buff. It will produce auras more reliably, despite it requiring Great skill checks, because of the lack of a time limit and only requiring damaging someone by any means versus needing two basic attack hits. And the auras you get are more useful auras of survivors versus the generator they worked on.

    I don't know how good this new version is but I'm pretty sure it's an improvement.

    Reply

Leave a Comment