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Dead By Daylight 4.1.0 Update and Hotfixes

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LAST UPDATED (12/08/2020)

As of the 12th of August 2020, The new Matchmaking system has been replaced with the old Matchmaking System due to player and complaints.

Dead By Daylight 4.1.0 Update and Hotfixes-[BC]LAST UPDATED (12/08/2020)
[BI]As of the 12th of August 2020, The new Matchmaki

4.1.2 - Bug Fixes

Balance

The Hillbilly

The Overheat mechanic was added to limit The Hillbilly’s ability to always use his chainsaw. With the previous increase in heat dissipation (up to -5 charges/second), and the fact that heat dissipates during various cooldown phases, the Chainsaw’s heat meter rarely became relevant. With this change, we hope to that heat generation will reach thresholds where players have to manage the heat meter more than with our previous iteration.

Decreased the base heat dissipation rate from -5 charges/second to -3.5 charges/second

Bug Fixes

Fixed an issue where the Hillbilly’s chainsaw charge would not be fully reset properly after being stunned, leading to the Hillbilly having the ability to use the chainsaw too quickly after a stun.

Fixed an issue where the Hillbilly would sometimes lunge at extremely high speeds after being stunned.

Fixed an issue where the Nurse could sometimes blink inside hills and get stuck.

Fixed an issue causing Killers to be stuck mid-animation after falling from a significant height.

Reduce the occurrence of Sync Error code 111 on the Tally screen.

Dead By Daylight 4.1.0 Update and Hotfixes-[BC]LAST UPDATED (12/08/2020)
[BI]As of the 12th of August 2020, The new Matchmaki

4.1.1 - Bug Fixes

Features

Updated Auras: Patch 4.1.0 introduced a brand new aura system with new aura visuals. While we received positive regarding their style, the consensus seems to be that they were not sufficiently visible, especially for small objects, at long range or in bright environments. In light of this, we have temporarily replaced the new aura visuals with a different type that should be much easier to see. Expect further aura improvements in future releases.

Balance

Following the 4.1.0 PTB, it became clear that some of the add-ons for both The Cannibal and The Hillbilly needed further reworking. In this update, we address those addons, as well as pull back on some rebalancing changes that were too aggressive. (We’re looking at you, Engravings.)

The Cannibal

Initially, the Primer Bulb and Spark Plug add-ons sought to introduce a playstyle that revolved around going into tantrum and using a speed increase to catch up unsuspecting Survivors. In practice. the speed increase was too low for that playstyle to be worthwhile.

Now the Primer Bulb and Spark Plug add-ons will now increase rate at which Chainsaw charges replenish, providing a clearer advantage.

Spark Plug:

Slightly increases the rate at which charges replenish

Primer Bulb:

Moderately increases the rate at which charges replenish

Long Guide Bar and The Grease add-ons to increase the maximum rev before triggering a tantrum. This means you have more maneuverability around loops while revving your chainsaw.

Long Guide Bar:

Slightly increase the amount of revving available before triggering a tantrum

Updated rarity to Uncommon (from Common)

The Grease:

Moderately increase the amount of revving available before triggering a tantrum

Furthermore, we’ve reassessed our previous nerf of the Knife Scratches and Beast’s Marks add-ons. They were significantly nerfed because of The Cannibal’s changes, but we might have been too hard on them - especially considering the Tantrum meter builds up while revving. This meant you’d almost always be 99% tantrum and the slightest mistake forced you to go through the tantrum.

Knife Scratches:

Reverted the charge time penalty to -12%

Increased the movement speed bonus to +2%

Beast’s Marks:

Reverted the charge time penalty to -12%

Increased the movement speed bonus to 3%

Next on this list are two add-ons that were given unnecessary downsides. Hopefully removing them will make the add-ons worthy of their rarity and will make them more useful.

Light Chassis:

Removed the speed decrease while revving

Carburetor Tuning Guide:

Remove the increased recharge rate on Chainsaw charges

Finally, we’ve updated Speed Limiter to grant you even more bloodpoints on Chainsaw hits and we’ve lowered its rarity so it can be available more often.

Speed Limiter:

Get 100% more points for Chainsaw score events.

Updated rarity to Common (from Uncommon)

The Hillbilly

With this update, we tried making add-ons with new and interesting effects. However, during the PTB, it became clear we needed to revisit some of these add-ons to better accomplish our goals.

Black Grease:

Black Grease was inspired by The Hillbilly’s perk Enduring. It used to increase immunity to Blindness after being stunned by a pallet. We weren’t happy with how it turned out, and have come up with a brand new effect inspired by Lightborn which should provide an obvious advantage that fits right in with the new Overheat mechanic.

Moderately increases the Chainsaw’s rate of cooling when a flashlight is shining on you. (-5 charges/second for those of you who love numbers)

Mother’s Helpers:

Mother’s Helpers was inspired by The Hillbilly’s perk Lightborn. It used to increase your movement speed while a flashlight was shining on you. Unfortunately, flashlighting most often occurs while locked into animation, so players would usually not be able to make use of this speed boost. This new version is inspired by Enduring and should be interesting for fans of the old charge speed bonus add-ons.

Slightly decreases chainsaw charge time for 30 seconds after being stunned by a pallet. (12% - the same as the old Spark Plug)

Next in line, we have various add-ons that needed some tweaks or that needed to be reverted (Engravings). Here they are:

Lo Pro Chains:

Lo Pro Chains shared the downside from Speed Limiter, but the upside wasn’t enough to justify its rarity. We’ve updated it so it only deals a single health state for a short period after breaking a pallet or wall. We’ve also changed its rarity from Ultra Rare to Very Rare.

Survivors hit with the Chainsaw within 5 seconds of breaking a pallet or a wall are damaged for a single health state.

Updated rarity to Very Rare (from Ultra Rare)

Apex Muffler:

The Apex Muffler can enable some very strong builds. Because of that, we’re increasing its rarity to Ultra Rare. We will continue to monitor this add-on closely.

Updated rarity to Ultra Rare (from Very Rare)

Dad’s Boots:

Updated rarity to Uncommon (from Common)

Death Engravings:

The initial nerf to both Engravings add-ons was an unfortunate mistake. Additionally, seeing the Overheat mechanic in action, the Engravings add-ons were much too punishing. We have reverted them to their previous versions. We will continue to monitor these add-ons closely.

Reverted the charge time penalty to -12%

Reverted the movement speed increase to +15%

Doom Engravings:

Reverted the charge time penalty to -12%

Reverted the movement speed increase to +20%

Heavy Clutch:

This add-on had a downside which limited its use a bit too strictly. It has been removed. Hopefully by mixing it with other add-ons, we’ll see new Billy sprints that aren’t possible without the add-on.

Removed the Chainsaw sprint steering downside

Iridescent Brick:

The Iridescent Brick used to start the Undetectable status effect timer after 5 seconds of a Chainsaw sprint. Unfortunately, that doesn’t mean that you were Undetectable after 5 seconds, it meant the transition to being Undetectable started. This took away the add-on’s value and made it unworthy of being an Ultra Rare. We’ve lowered the time required to transition to becoming Undetectable. We will continue to monitor this add-on closely.

After maintaining a Chainsaw Sprint for 2 seconds, gain the Undetectable status effect until you stop sprinting.

Tuned Carburetor:

The downside of moving at 4.4 m/s requires something fairly strong to make up for it. In that sense, the previous decrease in charge time was barely noticeable. We’ve increased it to make this add-on more appealing.

Moderately decrease Chainsaw charge time (20% up from 12%)

Speed Limiter:

Like The Cannibal’s Speed Limiter, we’ve increased the bloodpoint bonus and changed its rarity.

Get 100% more points for Chainsaw score events

Updated rarity to Common (from Uncommon)

Bug Fixes

Fixed issues with overly bright lights on some interior maps.

Fixed an issue causing blood droplets to sometimes remain in the air when the Executioner’s Cage of Atonement moves.

Fixed an issue causing the Demogorgon to sometimes miss Survivors when using the shred ability and landing exactly on the Survivor.

Fixed an issue causing the Demogorgon to sometimes briefly enter a chase with Survivors while traversing the Upside Down.

Fixed an issue causing some items to be depleted just before they run out of charges.

Fixed an issue causing Nancy Wheeler’s facial animations to not play correctly.

Fixed an issue causing offerings to be consumed when the player switches characters in an online lobby.

Fixed an issue causing the Wraith’s Blind Warrior - Mud add-on to not inflict blindness.

Fixed an issue causing Hillbilly’s chainsaw to hit through a counter on the Treatment Theatre map.

Fixed an issue causing various problems with the Cannibal’s tantrum under poor network conditions.

The Matchmaking Update

Dead By Daylight 4.1.0 Update and Hotfixes-[BC]LAST UPDATED (12/08/2020)
[BI]As of the 12th of August 2020, The new Matchmaki

We have been running smaller tests of the system on select Xbox One regions for the past few weeks, and the results have been encouraging. The rollout on all Xbox One regions is the next step in testing the system on a wider audience. If all goes well, we are planning on rolling out this feature for all platforms in a couple of weeks.

The next phase that you will notice goes live with the mid-chapter update: We are no longer allowing Killers to switch their character while searching for a match, or once in a lobby (excluding Custom Matches). This will allow the new Matchmaking System to track player skill with each killer individually and match them against more appropriately skilled opponents based on their killer selection.

To put it simply: If you are great with The Oni but you struggle with The Nurse, you will now be playing against stronger survivors when you play The Oni than you do with The Nurse.

What Does This Mean?

The most obvious thing you will see when the new system is active is that there will be a greater variation of Ranks in a single match. Rank 1s playing Rank 20s? It’s possible, don’t panic when you see this, as Ranks are not a true indicator of a player’s skill and are no longer used for matchmaking.

Additionally, this system comes with a revamped algorithm for matchmaking as a whole. This should improve wait times for finding matches, and we will continue to tweak this part of the system to improve them further over the coming months.

Why Replace Ranks?

Ranks are not a great way of figuring out how good a player is at the game, because it primarily focuses on “How often you play” and not on “How skilled you are when you play”. Based on our matchmaking studies, there are a great deal of “low” ranked players (15-20) who can easily play just as well as “high” ranked players (1-5), but they simply don’t play enough games in a month to increase their rank before they reset on the 13th. And as an inverse, there are Rank 1 -5 players who perform at levels more typical of lower ranks but they play so many games that their rank is higher than expected. This results in unpredictable games: All five players may have the exact same rank but wildly different skill levels in practice, making matches unbalanced.

How Are Ratings Better?

The new Rating system is focused on measuring a player’s skill and predicting how they will perform against a given opponent. This way we can build matches that are more objectively fair for everyone in the game. We have analyzed over 3 million games (at last count) during our tests, and the matchmaking system is proving to be extremely accurate at predicting the outcomes of matches.

By using this new system, we will be able to place players into more balanced matches more often. When a match is unbalanced, the system will know exactly how unbalanced it is and adjust the player Ratings accordingly.

Why Are There Still Ranks?

Matchmaking has been and continues to be one of the hottest topics we hear about, and we have been listening! To get this implemented as quickly as possible, we have decided to roll it out independent of a rework of the Rank system. That doesn’t mean we don’t have plans for Ranks, however! We are exploring different ideas like turning them into a monthly activity tracker and reward system, when we are ready, we’ll communicate more about that.

4.1.0 - The Hillbilly and Cannibal Update

Dead By Daylight 4.1.0 Update and Hotfixes-[BC]LAST UPDATED (12/08/2020)
[BI]As of the 12th of August 2020, The new Matchmaki

Features & Content

Aura Rework – Refactored the Aura System on a technical level to make sure the system is easier to maintain and less prone to bugs in the future. Visuals for the Refactor were changed to the new refactor. Functionally the system has not been significantly changed, however the appearance of auras is noticeably different.

Added a Promo Code System to the Store – Keep your eyes on our forums / social media for promotional codes that you can use in-game in the future.

Killer Selection – Killers can no longer change characters while searching for a match / in a lobby (excluding custom matches). This will soon be used by the new matchmaking system to provide better match balance based on your skill with each killer individually, instead of a global killer rating.

Balance

THE CANNIBAL

The Cannibal was one of our less-popular Killers, so we are pushing to lessen some of the character’s weaknesses while chasing Survivors. Cannibal players will see a higher skill ceiling and new ways to master the power. His add-ons were changed to match our rarity composition requirements, remove overlap with the Hillbilly’s add-ons, and open up more builds.

Power Changes

Added Chainsaw Sweep charges. Using the Chainsaw will consume a charge and trigger a Chainsaw Sweep. During this time, The Cannibal can extend the Chainsaw Sweep by pressing the power button before the power bar fully depletes. The more charges are used, the longer the miss cooldown/tantrum (if colliding with obstacles).

The Numbers:

The Cannibal starts with 3 charges

Triggering the chainsaw will start a Chainsaw Sweep that lasts 2 seconds.

During the Sweep, each charge used after that will reset the Chainsaw Sweep timer back to 2 seconds.

Each additional charge used increases the missed chainsaw attack cooldown / tantrum duration by 1 second.

Charges refill at a rate of 1 charge every 4 seconds when the chainsaw is not being used

The Cannibal’s maximum speed during a Chainsaw Sweep has increased to 5.29 m/s from 5.06 m/s.

Furthermore, if The Cannibal revs the chainsaw for too long, a tantrum is automatically triggered for the base duration of 5 seconds.

When a tantrum is triggered, all remaining charges are consumed.

The tantrum meter will pause as soon as the power button is released and will start going down when the chainsaw is put away.

Add-ons: Updated most of his add-ons.

THE HILLBILLY

The Hillbilly has a versatile kit with traversal and double-damage effects as a part of his base power, leading this character to overperform compared to other Killers. These changes introduce a resource management aspect to place some limitations on access to his tools.

Power Changes

Added the overheat mechanic. Using the chainsaw will now build up heat. When reaching the maximum amount of heat, the chainsaw overheats and cannot be used until it has cooled off.

The Numbers:

The chainsaw heat meter starts at 0.

Starting a rev adds 5 charges.

Actively revving adds 8 charges per second.

Actively sprinting adds 2 charges per second.

When not using the chainsaw, the heat meter dissipates at a rate of -5 charges per second.

When the chainsaw overheats, the heat meter dissipates at a rate of -6.6 charges per second

If the heat meter reaches 100 charges, the chainsaw overheats.

If the chainsaw overheats during a chainsaw sprint:

The sprint is not interrupted.

The chainsaw goes through the cooldown phase after the sprint has ended.

The heat meter will pause as soon as the power button is released and will start going down when the chainsaw is put away. Furthermore, the heat meter does not progress during The Hillbilly’s various cooldown phases. This includes a chainsaw miss, a chainsaw hit and colliding with an obstacle.

Add-ons: Updated most of his add-ons.

PERK UPDATES

Franklin’s Demise:

The changes to Franklin’s Demise add a risk factor for Survivors so they need to balance the risk/reward of going after the dropped item within the time limit.

Franklin’s Demise: Instead of the item losing charges when dropped, the Entity will consume the item after 150/120/90 seconds if it is not picked up. Additionally, Franklin’s Demise will reveal the aura of items on the ground within 32 meters.

Knock Out:

Knock Out has been underperforming and is underpicked by Killers. Adding the temporary slowdown to “crawling” fits the flavor of the perk while giving it another gameplay dimension.

Knock Out: Now triggers on basic attacks only. Additionally, Survivors put in the dying state by your basic attacks will crawl 50% slower for 15 seconds. During this time, they are affected by the Blindness status effect.

Lightborn:

Lightborn’s effect only partially resisted Blind effects in the past, but this often wasn’t worth a full perk slot for a Killer and led to this perk being underutilized. These changes make it a more attractive option for Killers who want this effect.

Lightborn: Grants immunity to blindness caused by flashlights and firecrackers. Survivors that attempt blinding you have their aura revealed for 6/8/10 seconds.

Tinkerer:

Tinkerer has a useful effect but it was hard to get the full benefit of it due to the high repair progress threshold. Lowering that threshold and increasing the Undetectable duration makes it easier to use its benefits as a Killer.

Tinkerer: Now triggers at 70% (down from 85%) and grants the Undetectable status effect for 12/14/16 seconds (up from 8/10/12)

Bug Fixes

KILLER

The Cannibal: Fixed an issue that caused the chainsaw SFX to continue playing when stunned while performing a chainsaw sweep.

The Doctor: Fixed an issue that caused Survivors outside of the Terror Radius to not hear the audio cue when charging the Static Blast ability.

The Hillbilly: Fixed an issue that caused the Hillbilly to not go into stun animation when letting go of the chainsaw sprint button at the same time as hitting a wall.

The Nurse: Fixed an issue that caused Jane Romero’s hand to clip through her chest after the Nurse’s Mori.

The Oni: Fixed an issue that caused Survivors to drop twice the amount of Blood Orbs when performing actions while injured.

The Oni: Fixed an issue that prevented entering Blood Fury if the power meter was filled while carrying a Survivor.

The Plague: Fixed an issue that activated Corruption mode instantly after a Survivor cleanses with the last Pool of Devotion instead of 5 seconds after a Survivor cleanses with the last Pool of Devotion.

The Plague: Fixed an issue that caused the Plague to briefly stagger and not return smoothly to her idle animation after falling from high ground.

SURVIVOR

Fixed an issue that caused injured Survivors to sometimes make no sound after certain actions.

Fixed an issue that allowed loading into a Public Match while in Custom Games.

Fixed an issue that caused Survivors to get stuck together after healing a downed Survivor while against a wall in several locations.

Fixed an issue that caused Survivors’ screams to be muffled and low volume when found in a locker.

Fixed an issue that could make it impossible for male survivors to aim a flashlight if they were previously holding a different item.

Fixed a missing texture when pulling David King from a locker.

Fixed an issue that caused the camera to not focus on the Survivor when being rescued from a Cage of Atonement.

Fixed an issue that sometimes caused survivors to stand up and puke when being interrupted when cleansing themselves at a Pool of Devotion.

Fixed an issue that could cause a Survivor to get stuck after interacting with a Pool of Devotion that spawned on dirt mounds.

PERK

Sole Survivor: Fixed an issue that caused the perk to not always receive a token when other Survivors are sacrificed.

Devour Hope: Fixed an issue that displayed the speed buff as active for a duration of 10 seconds when hooking a Survivor instead of starting 10 seconds after having hooked a Survivor. The effect remains unchanged.

Make Your Choice: Now mentions in the perk description that the Survivor screams when unhooking another Survivor.

Plunderer’s Instinct: Fixed the aura outline to remain displayed on chests even if there are no obstacles.

Kindred: Fixed an issue that displayed the Killer’s aura outline even if there are no obstacles.

Wake Up: Fixed the aura outline which remained displayed on the Exit Gates even if there are no obstacles.

MAPS

Backwater Swamp: Fixed an invisible collision that can be walked on in Maze tiles.

Badham Preschool: Fixed a visible seam next to the killer shack.

Badham Preschool II: Fixed a Generator that couldn’t be accessed from its right side.

Dead Dawg Saloon: Fixed an issue that caused tumbleweeds to appear abruptly and disappear by ing through the floor.

Family Residence: Fixed a visible seam on the floor.

Father Campbell’s Chapel: Fixed the horse’s legs which were clipping through the ground.

Grim Pantry: Fixed an issue that allowed a tree to spawn at the Exit Gate.

Haddonfield: Fixed placeholder textures on the ceilings in certain houses.

Haddonfield: Fixed a visible gap under exterior windows.

Ironworks of Misery: Fixed missing collision on one of the foundry’s entrances.

Midwich Elementary School: Fixed an issue that caused Crows to be seen going through ceilings once triggered.

Midwich Elementary School: Fixed multiple book piles where the Survivors could clip trough.

Midwich Elementary School: Fixed very bright textures on desks in the reception area.

Mother’s Dwelling: Fixed a superfluous texture displayed on a Hay Pile in Mother’s Dwelling map.

Mount Ormond Resort: Fixed an invisible collision outside the cottage.

Sanctum of Wrath: Fixed an issue that prevented blinking on the stone steps with the Nurse.

The Underground Complex: Fixed an issue that allowed climbing on a specific box.

Interface

Reverted the UI Scale back to the pre-4.0.0 size for players playing in 1440p and below as this was adversely affecting players in 1440p. The increased UI Scale now only affects players using 4k resolutions.

Added more information on some error messages.

Changes from the Public Test Build

Blood Stain VFX: Disabled the blood stains on clothing for injured survivors. This feature was only being tested and is still a work in progress.

The Cannibal: Releasing the power button will pause the tantrum meter. The tantrum meter will go down as soon as the chainsaw is put away.

The Hillbilly: Releasing the power button will pause the overheat meter. The overheat meter will go down as soon as the chainsaw is put away.

The Hillbilly: The chainsaw does not generate heat while in the various cooldown phases. This includes a chainsaw miss, a chainsaw hit and colliding with obstacles.

The Hillbilly: Reduced the amount of heat gained when actively revving from 10 charges/second to 8 charges/second.

The Hillbilly: Increased the heat dissipation rate when not overheating from -3.5 charges/second to -5 charges/second.

Likes (133)
Comments (8)

Likes (133)

Like 133

Comments (8)

Am I the only one who thinks they should fix the 99 gate thing? Totally off topic I know but even slight regression on tye gate when not on it for x amount of time would make egc a bit more of a problem you know. Thats all I wanna see personally

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0 Reply 08/05/20

i agree with dwight, what’s wrong with gate 99?

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0 Reply 08/13/20

Reply to: carlo

They mean that the exit gate does not regress are all when it is worked on, they’re suggesting after a certain amount of time the power should start depleting from the gates.

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0 Reply 08/13/20

Reply to: Julie ‘Legion’ Kostenko

thanks for clarification, but i still think think it should stay. it gives survivors time, like to save teammates and make plays. but i understand why this could work, survivors don’t really need it if they already got all five gems and most likely at a advantage already.

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0 Reply 08/14/20

Matchmaking is amazing and totally fair, I have 205 hours in play time and im versing killers with over 5000 hours, amazing job behaviour

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2 Reply 08/05/20

I feel you. Started the game not too long ago and have only about a total of 2 hours as killer. I always only get Rank 2 survivors that have all the teachable perks from the other survivors meaning they have far more hours and experience than me.

It sure makes playing fun :')

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2 Reply 08/05/20

I’m very confused of the new update but I do love the fact that killers can’t be switched. I’ve been in so many games with rank 20 survivors because the killer changes. I only know because the killers tell me this... I even tried it and it’s incredibly stupid. Good job on behavior for fixing it. I am excited for their rank system rework and hopefully we can get rewarded for reaching rank 1

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3 Reply 08/04/20
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