Dead By Daylight (DBD) Chapter 22.5 PTB Patch Notes | January 4, 2022

Behaviour Interactive has just announced the Developer Update for Dead By Daylight and we have the full patch notes for you. This update will only be available on the PTB server for Steam. The update removes some of the Leatherface masks due to controversy and reworks the grade rewards among other things.

If you have been on the lookout for the patch notes of Dead By Daylight Developer Update, you’ve come to the right place. This is an update for the PTB version of the game. However, we are still unsure about the file size of the update but will post them as soon as we find out.

Dead By Daylight (DBD) Patch Notes: Chapter 22.5 PTB (January 4, 2022)

Here are the official patch notes for Dead By Daylight Developer Update that will be available on the PTB server:

LEATHERFACE MASKS

Before we dive into the fun stuff, we want to address a serious topic.

For those who may not know, The Cannibal can unlock the faces of the four original Survivors by sacrificing them 25 times.

Members of the community have shared their experiences with people targeting and harassing them while using some of these masks. These reports were disheartening to hear, and we absolutely condemn this behaviour. We are not comfortable having these masks in the game when they are used as a tool to spread hate. To that end, we will be removing The Cannibal’s unlockable faces in this upcoming Mid-Chapter.

Anyone who has ever played The Cannibal by the release of the Mid-Chapter update will be awarded 6,000 Iridescent Shards to compensate for their removal.

We will not tolerate hateful activity and will continue to take every step necessary to protect the community.

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GRADE REWARDS REVISITED

A few months back, ranks became grades and we introduced rewards based on how far you manage to climb each month. Currently, the rewards range up to 250,000 Bloodpoints.

We’ve been tracking grade resets in the months since to see not only how far everyone manages to get in a month, but also how many matches it took to get there. The current reward for your efforts doesn’t seem very fitting, so we will be increasing the grade rewards starting with the January 13th season, with the new rewards first going out on February 13th.

We’re in the process of finalizing the exact rewards, but we’ll keep you posted once they are decided. (Rest assured, they will indeed be higher than before.)

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ADD-ON UPDATES

In our last Mid-Chapter, we made some tweaks to a bunch of different add-ons. We were thrilled to see such a positive reaction, so we’ve decided to make it a tradition. We hope to make add-on tweaks like these a more regular part of our updates in the future.

Please keep in mind that just because you don’t see a particular add-on on the list below doesn’t mean it’s not on our radar. We’ll rapid fire through the add-ons we’ll be adjusting this time:

The Blight

  • Adrenaline Vial: Reduced the rush turn rate penalty to 55%

The Cannibal

  • Carburetor Tuning Guide: Reduced movement speed penalty to 2% (was 4%)
  • Depth Gauge Rake: Reduced movement speed penalty to 2% (was 4%)
  • Iridescent Flesh: Lowered the maximum tantrum duration to 5 seconds (was 8)
  • Long Guide Bar: Increased time before tantrum by 2 seconds (was 1)

The Clown

  • Solvent Jug: Increased duration of Invigoration by 2 seconds (was 1)
  • Robin Feather: Decreases cooldown by 40% (was 30%)
  • Flask of Bleach: Increases Hindered effect by 4% (was 5%)
  • Redhead’s Pinkie Finger: Reduces bottle count by 2

The Pig

  • Amanda’s Letter: Reduces available RBTs by 2 (was 3)
  • Last Will: Increases time to charge Ambush attacks by 33% (was 66%)

The Twins

  • Iridescent Pendant: Increased Exposed duration to 45 seconds (was 30)
  • Baby Teeth: Increased Blindness duration to 30 seconds (was 15)
  • Madeleine’s Scarf: Increases Victor’s movement speed by 0.3m/s (was 0.4m/s)
  • Toy Sword: Decreases Pounce charge time by 0.2 seconds (was 0.25)
  • Stale Biscuit: Decreases Pounce cooldown by 0.4 seconds (was 0.5)

The Nemesis

  • Iridescent Umbrella Badge: Increased duration of Exposed effect to 60 seconds (was 30)
  • Shattered S.T.A.R.S Badge: Increases zombie movement speed by 150% for 60 seconds (was 100% for 60 seconds)
  • Marvin’s Blood: Increases mutation rate by 25% (was 33%)
  • Mikhail’s Eye: Increases zombie movement speed by 35% (was 50%)

The Huntress

  • Wooden Fox: Increased Undetectable duration to 30 seconds (was 15)

The Oni

  • Iridescent Family Crest: Increased range to 24m (was 12m)
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PERK UPDATES

It wouldn’t be a dev update without a list of perks being changed. Here’s what’s in store for this Mid-Chapter.

Boil Over

The effects of wiggling have been increase to 50/75/100%, and the aura blocking range for nearby hooks has been increased to a nice round 16m. Additionally, Boil Over now has a new effect: If the Killer drops from a height while carrying you, you’ll instantly get a 25% wiggle progress bonus.

Distortion

With all the things that can read your auras these days, those tokens can disappear sooner than you’d like. So we’re upping the number of tokens that you start with to 4.

Remember Me

Remember Me can have a lot of potential, but the basic attack condition could make it an unpopular choice on some Killers. So it’s gone: Remember Me will now get a token whenever the Obsession loses a health state.

Wake Up

On that note, it seems only fitting to revisit Wake Up. We’ve increased the gate opening speed bonus to 15/20/25%. This should make the perk more impactful when it comes into play and offer some counterplay in the event that Remember Me catches on.

Gearhead

Simply put, the conditions for Gearhead are too strict for the payoff, so we’re giving it a small rework. Any time a Survivor loses a health state, Gearhead activates. The next time a Survivor hits a great skill check while repairing, their aura will be revealed for 6/8/10 seconds. Gearhead then deactivates. These changes will make the perk more appealing on Killers that rely more heavily on special attacks and make it activate far more often while also providing more detailed information.

Power Struggle

This one released with pretty safe values so it wouldn’t get out of hand, but we’re now comfortable with reducing the activation conditions. Power Struggle will now activate once 25/20/15% wiggle progress has been reached. This should make it a little easier to pull off with some planning.

Buckle Up

Another small tweak: The aura reading duration has been increased to 6/8/10 seconds.

Coup de Grace

This one’s a bit of a rollercoaster: It was originally toned down because it was too strong, but then that made it a little too weak. We’re bumping the lunge increase up to 70/75/80% (also shortening the gap between different tiers of the perk, woo!)

Furtive Chase

Furtive Chase has found its way into some niche builds and can be a lot of fun to experiment with. However, losing all your tokens when the Obsession is killed leaves you without a perk for the rest of the match. So, we’re getting rid of the restriction: You’ll no longer lose your tokens if the Obsession dies.

Dead Man’s Switch

The Obsession condition of this perk makes it very inconsistent to use, and also severely limits the number of times it can activate in a match. So it’s gone! Now, Dead Man’s Switch will activate whenever any Survivor is hooked.

And on that note, you’re all geared up for tomorrow’s Player Test Build (and subsequent Mid-Chapter)! Be sure to let us know how we did, we’ll be keeping an eye out for your thoughts.

The Dead by Daylight team


If you’d like to read more game updates and news, check out our Patch Notes section.

Source: DeadByDaylight

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Umer Cheema
By day, Umer loves writing about games and talking about them; by night, he is an avid gamer that loves playing League of Legends and RTS games. Being a massive fan of Metal Gear Solid, you'll find Umer always praising the legendary Hideo Kojima.

21 Comments

  1. It’s kinda bs you’re taking away the masks for cannibal. He’s legit the only character in the game you can get something rewarding by playing with him. It’s a time consuming but achievable goal. You have no one else like that and you’re taking it away due to a few people being toxic. You’re letting the toxic people win. It would be nice if you could incorporate something unique for killers/survivors by us playing them besides the dull blood splatters everyone gets if you prestige. Give us more like you did cannibal. Don’t take that kind of stuff away.

    • Yeah seems a bit of a odd descion I hadn’t realised this was a thing and was like wow how cool is that to then read the rest of the post rip

  2. This is bull shit, removing restriction on fucking killer perk while DS over here has restrictions? The fuck is up with? Killer sided game I tell you. Might as well rework lethal purse too so it isn’t a perk waste slot.

    • Furtive chase restrictions were removed because its possible to hook your obsession, them to give up and your perk to be pointless.

      Considering how some killers work directly on their powers and not the basic attack, it means it worth actually having now.

      What, was being able to heal in 4 seconds round an unstoppable totem too weak for you, after dead hard dodging attacks for 3 minutes and stunning killers from lockers?

      • Thanks for hitting back. Survivors have all the power and survivor mains need to stop complaining. You are soo true.

    • Most of these killer perks weren’t too strong with to begin with. DS if you didn’t know wastes the killer time if they decide to tunnel you. The is always a reward using DS while most of these killer perks give no reward. Stop being entitled

    • Furtive chase was one of the most ass perks in the game. Decisive Strike has been the meta since it was released. The reason it has those restrictions is it’s an anti tunneling perk. If you have enough time to do any of the restricted actions, you aren’t being tunneled. Hell, the reason they nerfed ds in the first place is because survivors would just hide in lockers for the whole 60 seconds and force the killer to either let them go, let them go and get stunned, or let the other three do whatever they fucking need to for sixty god damned seconds. Giving the survivors 10 seconds can be the difference between a 4K and apologizing in the endgame chat for wasting everyone’s time. This game is not killer sided. It CAN be killer sided against singular, specific players, with the use of strategies like slugging, camping, and tunneling. But there isn’t one survivor. There are four. And whenever you are doing something with one survivor, the other three have all the time in the world to do their one objective. Gens.

      And one last thing, Mikey.

      If you ever say lethal pursuer is bad again I will find you and eat your house.

  3. Listen,I play killer as well,so I don’t want people to think I’m one sided,cause I’m not.But,Did I read this right? Your giving Amanda’s ambush less charge time??? Are you guys out of your mind? The main problem with dbd,in case you devs have problem figuring it out,killer ability spamming with some killers in is one major issue.examples,like cannibal’s excessive use of chainsaw,mix with others builds,like tinkerer and the window blocking perk,is massively broken,hellraiser’s multiple chains when he catches you,ridiculous.I break out 2 times ok but no,guess what? There’s more! A top not nurse player is fkin insane to play against,the blight,come on,takes 0 skills to play.And as killer,I feel I never have enough time gen wise to catch other survivors,it’s like without convention,fkin poof gens done already…how can killer’s still catch me with hits? In my screen they be far away….why is that thing? You have certain wide open mapsthst have little to hardly no pallets or things to hide behind.killers like ghost face,Michael,blight can fully exploit these places,making it stupid to even bother.honestly we need a new dbd panel I think,no disrespect,you guys can’t handle it.

    • You read it wrong. The add on that increases Amanda’s charge time now increases it less. Her default charge time is still the same.

  4. I agree that the Cannibal thing is a bit upsetting I support the devs either way but think of all the crap killers go through with Survivors clicking lights t-Bagging not to mention killers need to make this choice before the match starts simple the survivors don’t have toxic vibes bringing flashlights- toolboxes- any flash type item this is your sign likely toxic and egoists bring the mask and taunt them like they will you? But see it wouldn’t be a ego survivor with out complaining a killer wearing a mask like their character to taunt them so we just won’t talk how when we got in the game with the constant t-bags and clicks you do see I get why there would be t-baggaing and flash clicking if they want the killers attention but here’s how we spot the difference if it’s ego or helping a teamate one what’s the build they got is it a loop build or a save build another thing to look at have you been in a chase with the survivor if so were they t-Bagging and flash clicking that’s ego so obviously this survivor would click hopping you will get aggravated and chase I’ma say this right now killer mains if that survivor is a egoist camp one thing I have discovered streaming DBD is camping and playing the ego against them when you camp there is a action in DBD called interrupt in situations where the survivor is unhooking or doing a gen you can interrupt by clicking the attack button (don’t hold like a lunge) when doing this your killer grabs them healthy or injured the only time injured applies is when they are vaulting anyways most ego survivors do a play where they constantly let go of the hooked teammate this is to prevent interrupt what you need to do is let the survivor keep spamming the release as they see they are not getting caught adding the idea the counter for the hook is still proceeding even when doing this anti interrupt strat it’s simple most interrupts need about 1 second of the animation to start but see every survivor will play this anti interrupt in a different way some will wait the 1 second before it releases the survivor it looks like they are commiting but on the few miliseconds they release making the killer do a m1 weapon swing the idea for this anti interrupt is watching them fake watch the patterns they are doing with the fake if you then get the gut feeling they are commiting you go for it the reason this won’t always happen 100% differs on the stress of getting this survivor and the idea the hook animation is fast which it should or this gives killer a unfair advantage with interrupt when I say gut the minute you see the animation not as consistent as the fake patterns hold and release time you need to go for the interupt hopping there finger is still holding for the unhook animation this then gives you your interupt the idea is noticing when the pattern is not matching the expected most fakes last a few miliseconds if you try to brain count (not actually counting) the minute it feels like a unhook comes to your gut which is where you take the chance hoping it wasn’t the survivor planning another fake if your cannibal hillbilly a one hit killer with the power ready I say do it give it to em just in case with these one hit killers let the hooked person leave because BT and not to mention 1 hit killers with the power on should be going for healthy state people anyway here’s a good example Myers has a tier 3 99’ed especially if lots of survivors going for the unhook tier 3 if one survivor is defending the unhook survivor charge it knock them then the unhook person if you are trying a eSports play wait bt which is 12 seconds knock them go back to the other two survivors if it’s ego survivors expect the unbreakable most ego survivors have the immediate idea to get the other guy up your first move should be the person who was saved by the unbreakable survivor in case of a Whole team of unbreakable look to see the distance for the one survivor who used unbreakable if far take the hook you got likely the unbreakable survivor is gone if they had a medkit make the idea they are healing so go get the one guy long ago you waited BT for his DS is gone go hook him the one unbreakable survivor will be going for the save by now what if he was waiting for me to leave that hook easy the instinct is to hide when your watching them travel a few steps ahead see if the scratch marks are very bright or more faded faded means they are running ahead and bright means they are hiding in the area with perks though it could hide so the instinct should be if you can’t see the scratch marks go back and apply the pressure you have don’t take long to check this for hiding as the 4th survivor could get your slugged survivors up so at most take a solid 3 seconds to decide if you should find this guy or not

    • It’s actually specifically cause of the Claudette face. A lot of face-camping Bubbas use it like “blackface.” It’s a racism thing.

  5. I have only seen one post on Twitter about the mask situation. I think there are better solutions than to just up and remove them epically when players worked hard to get them to begin with. Just because ONE person named “White Lives Matter” did something shitty doesn’t mean you should punish the whole community!

  6. I think that rather than removing all the masks, a new one should be created. Perhaps a patchwork of all the faces? I think that incentives shouldn’t be removed from characters entirely rather than changing them. Removing content, especially content that was paid for is douche. If you’re going to remove content, refund the money you’ve taken from your customer. Repay us in auric cells. We spent real money, pay us back in real money. The same goes for Cenobite’s voice clip, D-strike being nerfed into oblivion, the loss of the Hawkins map amd any other content that was paid for and either ruined or taken away.

    • Honestly fuck yourself on refunds for game balance. DS was op and got nerfed, pinhead’s voice lines are back, Hawkins wasn’t paid for by a single player.

  7. I’m honestly kind of torn on the restrictions of DS. On one hand, if you’re a killer and a survivor gets unhooked right in front of you, you have to completely ignore that survivor until 60 seconds and they’re practically untouchable during that time. On the other hand, what’s the point of having DS if the main objectives deactivate it. I thought of a perfect solution for DS. Keep the restrictions on it, however, make the skill check bigger and if a player attempts to hit it but misses, DS doesn’t automatically deactivate. It only deactivates once you have successfully hit the skill check.

  8. I can’t believe comments are turned on. And I really can’t believe people are actually commenting. The devs do not give AF. they are literal irl npc’s. They’re hypocrites, only listen to the minority of their community, and are more interested in selling cosmetics than making their game good. Ever go to thier official forums? The only people allowed or yes men, and ass kissers. Any opposition gets instantly banned.

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