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Mid-Chapter Balance Patch 2.3.0 - Public Test Build, October 2

Hello everyone,
A wild PTB appeared out of nowhere on PC! From today onwards (probably for a week or two), you'll be able to play-test the upcoming mid-chapter balance patch. Please restrict PTB-specific questions (e.g. what is a PTB, duration of the PTB, how to join, contents of the PTB, ...) as well as datamined content to this Megathread. Individual submissions for discussions and feedback are welcome, but you can also post them on the official Dead by Daylight forum! :)
Have fun in the fog!

What is a PTB?

In general, it’s an abbreviation for Public Test Build, but it’s also known as Player Test Build, Player Test Beta or Public Test Beta.
Public Test Builds are a way for the developers of a game to test major upcoming changes prior to their release, identify bugs or exploits and receive community feedback, which helps them to adjust the new mechanics. Features and changes introduced in a PTB are always work in progress/subject to change.
Players have to join the PTB via the public beta branches through Steam in order to gain access to it. It’s optional and you’re free to join and/or quit the PTB at any given time. If the players decides to participate in the PTB, it creates a copy of the player’s main build save game, but any progress made by playing the PTB will not be saved afterwards.

How to opt-in/opt-out the PTB

Important: The PTB is only available on Steam (PC). Opting in is possible once the PTB is live! You must own the game (obviously).

Opting In

  • Close the Dead by Daylight application
  • Right-click the Dead by Daylight application in your Steam Library
  • Access “Properties”
  • Access the “Beta” tab
  • Select “public-test” from the dropdown menu
  • Select “Close”
  • Restart Steam (not required, but this updates the UI properly and kicks off the download)

Opting Out

  • Close the Dead by Daylight application
  • Right-click the Dead by Daylight application in your Steam Library
  • Access “Properties”
  • Access the “Beta” tab
  • Select “NONE - Opt out of all beta programs” from the dropdown menu
  • Select “Close”
  • Restart Steam (not required, but this updates the UI properly and kicks off the download)

Frequently Asked Questions

When will the PTB end?
We don't know, but the speculated duration is 1-2 weeks.
How big is the PTB patch on Steam?
1.1 GB
What happens to my bloodpoints on the PTB?
The PTB will use a copy of your save file, most likely from last week. What happens on the PTB, stays on the PTB and will have absolutely no impact on your actual save file.
Why is the PTB only available on PC?
Official statement: "As much as we would love to offer a PTB for console, with the amount that we are working on balancing the game, adding new features and content, reworking the emblem system, we physically don't have the time for one right now"
I encountered a bug, what should I do?
Please submit them in the official Dead by Daylight forums and be as detailed as possible,.

Patch Notes

  • Added additional HUD information for both Survivors and Killers to see their equipped add-ons.
  • Added additional information the in-game pause screen to show the offerings burnt at the start of the Trial.
  • Created a new rarity for event-specific offerings, items and customization outfits and pieces. Some items from earlier events (Scorching Summer BBQ and Howling Grounds) have been updated to this rarity.
  • Added additional progress information about the login process on the title screen.
  • Disabled all Moon Bouquet (lightest / darkest moonlight) offerings
  • Added the ability to unlock perks in Bloodweb levels 2, 3 and 4
  • Adjusted the speed thresholds to hit a running vault (fast vault). They should now be more consistent. To hit a running vault, make sure to run straight at the window with at least 2.5 meters of clearance.
  • Added new interaction prompt text for the running vault to make it more clear when to hit the input. It's pretty quick, so keep your eyes peeled. (Herman Carter laughs in the distance)
  • The Spirit's phasing audio has been adjusted: Survivors within the Spirit Husk's terror radius will not hear the phasing sound. Survivors outside the Spirit Husk's terror radius can hear the Spirit's phasing sound, but will not be able to determine its direction. Survivors will no longer be able to hear the Spirit's breathing while she is phasing.
  • Adjusted the spawning rules to reduce the possibility for Survivors to spawn next to a Killer
  • Time to hook a survivor reduced from 2 seconds to 1.5 seconds. The hooking animation has been updated.
  • The minimum and maximum hook rules no longer define a random range. They now specify a minimum number of hooks to spawn and a maximum that is allowed to spawn
  • Hooks will now spawn at least 24 meters away from each other (unless the minimum is not reached, no two hooks will be closer than 24 meters).
  • The effects of the Petrified Oak, Moldy Oak, Rotten Oak and Putrid Oak Offerings may have changed due to the above hook changes.
  • Pallets will now spawn at least 16 meters away from each other (unless they are forced by tile logic or unless the minimum is not reached, no two pallets will be closer than 16 meters).
  • Hill Totems are now better hidden.
  • Added a few extra hook spawn points to various building tiles to improve the hook spawn pool which was too restricted.
  • The Game map:
    • Slightly moved or re-positioned pallets to increase their visibility
    • A new corner tile may appear with a maze on the bottom floor
    • Set the minimum number of pallets to 15
  • Haddonfield:
    • All short fences (white picket fences and hedge fences) have holes in them. Only tall fences can completely enclose a yard.
  • Lery's Memorial Institute
    • Fixed a situation where two windows leading from the treatment room could spawn at the same time.
  • Coldwind Farm maps
    • The slaughter tree walls have been lowered
  • Pale Rose
    • Made the layout smaller
  • Grim Pantry
    • Made the layout smaller
  • Improved the consistency of flashlight target zones for each Killer (aim at the head!).
  • Improved flashlight feedback to make it clearer when the blind effect is being applied, and when a successful flashlight blind occurs.
  • Reworked the flashlight blind effect that the Killer experiences in first person view (no longer a blindingly pure white-screen effect). New VFX are also applicable for Survivors being blinded with a firecracker item.
  • Increased the base heal time from 12 seconds to 16 seconds
  • Mangled Status Effect: Reduced the modifier strength from -25% to -20%. Mangled will now increase healing time from 16 seconds to 20 seconds.
  • Medkits and their add-ons have had their charges increased to match the new charges required for one heal (from 12 to 16)
  • The recover cap has been increased from 85% to 95%.
  • Recover action speed has been increased from 40% to 50%. Recover is a form of healing, and is affected by the base healing time change. It now takes 30.4 seconds to recover to a maximum of 95%. (It previously took 25.5 seconds to recover to a maximum of 85%)
  • Toolbox Sabotage: Removed efficiency penalty. Previously, sabotaging with a toolbox would use 3 charges per second from that toolbox. Seeing as sabotage is no longer permanent, this efficiency penalty has been removed.
  • Saboteur: Seeing as toolbox sabotage no longer suffers from an item efficiency penalty, Saboteur's toolbox sabotage efficiency bonus has been removed. Saboteur now causes hooks and traps sabotaged by that player to stay sabotaged for an extra 40/50/60 seconds.
  • Devout: Hooking all Survivors at least once in a Trial each awards a minimum of Bronze quality in this Emblem.
  • Chaser: Remaining within a close (16 meters) proximity of a hooked Survivor will reduce the quality of this Emblem over time.
  • Alert: Range and cooldown have been removed, and effect duration has been adjusted. It now reads: When the Killer performs a break action, the Killer is revealed to you for 3/4/5 seconds.
  • Bond: Increased aura reading range for levels 1 and 2. It now reads: Allies' auras are revealed to you when they are within a 20/28/36 meter range.
  • Iron Will: Removed the stillness condition from levels 1 and 2. Volume reduction adjusted from 75%/100%/100% to 50%/75%/100%.
  • Botany Knowledge: Increased values from 10%/15%/20% to 14%/23%/33%. This will reduce healing time from 16 seconds to 14/13/12 seconds.
  • Sole Survivor: Increased aura reading disruption ranges for all levels. Also, the perk icon will now show as activate when the perk is disrupting killer aura reading that would have revealed the player.
  • Leader, Vigil & Streetwise: The effects of Leader, Vigil and Streetwise now persist for 15 seconds after the perk owner is out of range
  • Hex: No One Escapes Death: Survivors now suffer from the Exposed Status Effect at all levels. Movement increase bonus changed from +3%/4%/4% to +2%/3%/4%.
  • Make Your Choice: Changed the unhook range to 32 meters at all levels. The exposed effect now lasts for 40/50/60 seconds. Perk will stay dimmed in the HUD until at least 32 meters away from the hooked player.
  • Beast of Prey: The red stain disappears after gaining Bloodlust Tier I and stays hidden until you lose Bloodlust. Gain 30%/40%/50% more Bloodpoints for actions in the Hunter category.


  • Decisive Strike: We planned the Decisive Strike changes to be live for this update. However, after implementing the changes and testing, we realized the result were not satisfying.

Datamined Content

submitted by DeadByDaylight_Mod to deadbydaylight

Feedback on my "Hard Canon" Halo fan-fiction idea, and how it could fit into the lore.

Hello, I don't know if this is 100% the right place to drop this but I've asked some other lore related questions related to my Fan-Fiction idea in the past on the sub so I was hoping it was possible the Sub could also give some feedback on the idea now that its fully been formulated!
Now due to my love of the Halo Franchise I want this to be locked down as much as possible working fluidly in the timeline instead of superseding it this does mean I will be writing myself into a lot of corners on how certain things can work. The Story picks up in 2537 and will end in 2552, with the main bulk taking place in the late 2540s.
The story follows a squad of six Spartan-IIIs(Echo Team originally known as Team Echo) pulled from Beta Company shortly before Operation Torpedo. Unlike the other "Cat2" Spartan-IIIs that were pulled and given MJOLNIR armor this team is not given that, due to it being six additional Spartan-IIIs and the funding isn't there to outfit them with MJOLNIR instead this unique Team is equipped still with with SPI armor(Although with heavy modifications) and turned into one of ONI's personal saboteur strike teams.
Overtime Echo is eventually given support in the form of an ODST attachment known as the "Deathseekers" who are known for their high risk missions, and a personal Stealth Cruiser.
The team is led by, 1st Lieutenant Nathan-B037, at one point almost discharged from the S-III program due to his violent and anti-social behavior Nathan was not cut due to the bonds he formed with his team and the intervention of Kurt-051.
After a violent confrontation protecting Charlotte-B115(Echo Team's second in command) which almost resulted in the death of another trainee Kurt learned of Nathan's deep psychological issues dating back to the day he was orphaned.
Unlike other Spartans, Nathan actively retains the memories of his life before becoming a Spartan, Nathan remembers the day his family was killed by the Covenant due to witnessing it first hand, watching his Sister be blown apart by Needler rounds and both of his parents(who were active Marine personal) be cut down be an Elite Field Master. Despite hiding during the carnage that followed Nathan was able to use a piece of debris to seriously wound the Elite who killed his parents, blinding him in one eye and causing facial scarring. Before the Elite could kill the four year old Nathan UNSC forces forced him into cover well they extracted Nathan, since that day Nathan became a violent recluse being dropped off at the same Orphanage for 2 years due to his behavior.
Nathan hoped for one day to be able to get revenge, to kill the alien that killed his family and when he was given the chance he did so with hesitation. Kurt keeping this secret allowed Nathan to stay in the program due to his unwavering resolve and determination to become strong. But he imparted on him lessons to open up to those around him to become a team member, and not a Lone Wolf.
Nathan and his team make up one half of the narrative.
The other half picking up in the middle of the story follows Tykar Jar'Vontamee, once a young promising officer, Tykar was shamed early in his career when a human child blinded him in his left eye and caused significant facial scarring. Unable to finish of the child Tykar felt his career was at an end he was dishonored, but not before a young Jiralhanae Chieftain, Sentumus came to him offering to add his meager forces to his own. Although strange and unheard of the two formed a bond, Tykar began to once again rise through the ranks eventually becoming the Fleet Master of the Fleet of Harmonious Unity a fleet equal parts Sangheili and Jiralhanae. Unique for its composition, Tykar's reputation also was known for his exceptional tactical brilliance and fairness when dealing with both his own race and the Jiralhanae. But also his brutality for insubordination and slights at his past.
Modifying his armor to be marked with the shards of glass from the planet he was shamed on and also forming a necklace of the shards, Tykar, does everything he can to reclaim what was once lost.
Eventually Tykar and Nathan cross paths once more, resulting in Nathan begins to obsessively go after Tkyar and his past becomes known to his team and his superiors, and Tykar finally sees a way to reclaim his lost honor and achieve greater accolades by slaying the "Demon" Nathan has become.
Hounding each other across the stars, Nathan and Tkyar become entwined in a violent dance of death.
Now I want to address "Team Echo" which is already a mentioned Beta Company fire team. For the purpose of this fan-fiction, Team Echo and Echo Team are one in the same, the Beta Company Drop Pods that were destroyed/failed to hit Pegasi, during Operation Torpedo being their pods. Thank you all for the Feedback in advance.
submitted by Gelnar-Bloodwing to HaloStory

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