9.1.0 | PTB Patch Notes
Important
- Due to known technical issues, Michonne will not be playable in the PTB. However, her three unique Perks are available to test. Players will still be able to see her in the Lobby and in the Store, but will not be able to select her to play in a Trial. These issues will be resolved and Michonne will be fully-playable when version 9.1.0 update releases on July 29.
- Progress & save data information has been copied from the Live game to our PTB servers on July 1, 2025. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
- Players will once again receive 12,500 Auric Cells on the PTB to explore Outfits and Characters in the Store. Both Auric Cells and purchases made on the PTB Build will not transfer to the Live Build.
Content
NEW SURVIVOR: Rick Grimes
New Perk: Apocalyptic Ingenuity
- After unlocking or rummaging through 2/2/2 chests, press the Ability Button 1 for 8/8/8 seconds next to a broken pallet to build a fragile pallet.
- You see the auras of broken pallets within 24/28/32 meters.
- Fragile pallets are destroyed after being dropped.
New Perk: Come and Get Me!
- After unhooking a Survivor, while crouched and idle, press the Ability Button 1 to make injured and dying Survivors within 24/24/24 meters leave no scratch marks or pools of blood for 10/12.5/15 seconds.
- You scream and the Killer sees your aura for 5/5/5 seconds.
New Perk: Teamwork: Toughen Up
- When another Survivor pallet-stuns or blinds the Killer while you are injured and within 24/24/24 meters, your grunts of pain, scratch marks and pools of blood are reduced by 100/100/100% for 20/25/30 seconds.
NEW SURVIVOR: Michonne Grimes
New Perk: Conviction
- After you have healed 1/1/1 Survivor, while downed with at least 25/25/25% recovery, press Ability Button 2 to recover instantly.
- You gain Broken, then are downed after 20/25/30 seconds.
New Perk: Last Stand
- After spending 80/70/60 seconds in the Killer's Terror Radius while not in chase, when you fast-vault, stun the Killer for 3/3/3 seconds if they are within 2.5/2.5/2.5 meters.
- Then, this perk is disabled for the rest of the trial.
New Perk: Teamwork: Throw Down
- When you pallet-stun or blind the Killer, other injured Survivors within 24/24/24 meters gain Endurance and see the Killer's aura for 6/8/10 seconds.
KILLER UPDATES
The Executioner
- Increased Punishment of the Damned's range to 10 meters (was 8).
- Increased maximum Rites of Judgement duration to 10 seconds (was 5).
- Increased Rites of Judgement trail lifetime to 90 seconds (was 75).
- Decreased Rites of Judgement movement speed to 4.2m/s (was 4.4).
- The inputs for Rites of Judgement, Punishment of the Damned, and sending a Survivor to a cage can now be held, starting the action as soon as it becomes available.
- Survivors who are rescued from a cage now gain 10% Haste and Endurance for 10 seconds.
- Increased Bloodpoint score for rescuing a Survivor from a cage to 2000 (was 550).
The Executioner's Add-Ons
- Lead Ring (Rework): Now increases Punishment of the Damned's range by 25% and decreases its width by 25%.
- Dead Butterfly (Rework): Now increases Rites of Judgement's recharge rate by 10%.
- Black Strap (Rework): Now decreases Punishment of the Damned's range by 25% and increases its width by 25%.
- Copper Ring: Now increases maximum duration of Rites of Judgement by 5 seconds (was 1).
- Cinderella Music Box (Rework): Now decreases Punishment of the Damned's cooldown by 10%.
- Forgotten Video Tape (Rework): Now increases the speed at which Punishment of the Damned travels by 10%.
- Wax Doll: Now increases Punishment of the Damned's range by 5% (was 12.5%).
- Spearhead (Rework): Now reveals the aura of the rescuer when a Survivor is saved from a cage for 8 seconds.
- Leopard-Print Fabric (Rework): Now decreases the duration of stuns while using Rites of Judgement by 15%.
- Mannequin Foot (Rework): Now causes Rites of Judgement trails to inflict Exhausted for 10 seconds.
- Valtiel Sect Photograph (Rework): Now decreases your Terror Radius by 2 meters for each Survivor affected by Torment.
- Burning Man Painting (Rework): Now reveals the auras of Survivors within 3 meters for 6 seconds upon missing a Punishment of the Damned attack.
- Tablet of the Oppressor (Rework): Now grants Undetectable while using Rites of Judgement.
- Misty Day, Remains of Judgement (Rework): Now reveals the auras of Survivors injured by Punishment of the Damned for 8 seconds.
- Scarlet Egg (Rework): Now causes Survivors inflicted by Torment to spawn Rites of Judgement trails when they sprint. These trails last 5 seconds.
- Rust-colored Egg (Rework): Now causes Punishment of the Damned hits to replenish Rites of Judgement's charge by 30%.
- Lost Memories Book (Rework): Now causes Survivors injured by Punishment of the Damned to become Oblivious for 80 seconds.
- Obsidian Goblet (Rework): Now allows Punishment of the Damned to destroy pallets and breakable walls. Increases Punishment of the Damned's cooldown by 20%.
- Iridescent Seal of Metatron (Rework): Now decreases Punishment of the Damned's range by 50%. Punishment of the Damned's range increases by creating Rites of Judgement trails, up to a maximum of 200%. This resets when Punishment of the Damned hits a Survivor.
The Clown
- Increased Haste effect of Afterpiece Antidote to 12% (was 10%).
- Increased spread of Afterpiece Antidote gas clouds.
- Decreased the time it takes for Afterpiece Antidote gas clouds to activate to 1 second (was 2).
- Decreased the Hindered effect of Afterpiece Tonic to 12% (was 15%).
- Decreased the Hindered effect linger time from Afterpiece Tonic gas clouds to 1 second (was 2).
- Increased movement speed while reloading to 2.3m/s (was 1.61).
- Decreased the time it takes to reload to 2.5 seconds (was 3).
- The inputs for reloading and charging a throw can now be held, starting the action as soon as it becomes available.
The Clown's Add-Ons
- VHS Porn (Rework): Now increases the size and spread of Afterpiece Tonic gas clouds by 10%.
- Solvent Jug: Now increases Invigoration duration by 0.5 seconds (was 1).
- Flask of Bleach: Now increases the Hindered penalty from Intoxication by 2% (was 4%).
- Smelly Inner Soles: Now increases movement speed while reloading by 15% (was 66%).
- Sticky Soda Bottle: Now increases the Invigoration effect by 1% (was 2%).
- Cheap Gin Bottle: Now increases the Invigoration effect by 2% (was 3%).
- Cigar Box: Now reveals auras within 6 meters (was 16).
- Ether 15 Vol%: Now increases the duration of Intoxication by 0.5 seconds (was 1).
- Garish Makeup Kit: Now increases the duration of Invigoration by 1 second (was 2).
The Pig
- Increased Ambush movement speed to 7.1m/s (was 6.9).
- Increased crouched movement speed to 4.0m/s (was 3.8).
- Decreased the time it takes to crouch & un-crouch to 0.8 seconds (was 1).
- Increased the rate at which the Terror Radius fades when crouching to 0.33 (was 0.25).
- The inputs for crouching and ambushing can now be held, starting the action as soon as it becomes available.
- Increased Bloodpoint score for escaping a Reverse Bear Trap to 1000 (was 400).
- Increased Bloodpoint score for searching through a Jigsaw Box to 200 (was 100).
- Searching a Jigsaw Box now awards Survival points (was Objective).
The Pig's Add-Ons
- John's Medical File: Now increases crouched movement speed by 5% (was 10%).
- Last Will: Now increases Ambush speed by 3% (was 6%) and increases the time to charge Ambush by 10% (was 33%).
- Workshop Grease: No longer decreases missed Ambush attack cooldown (was 10%).
The Knight
- Increased max patrol path length to 38 meters (was 32).
- Increased patrol path creation speed to 15m/s (was 13.8).
- Increased patrol path acceleration by 2x.
- Increased strafe speed while creating a patrol path to 100% (was 25%).
- Increased the standard spawn time of the Carnifex to 8 seconds (was 5).
- Decreased the standard spawn time of the Assassin to 4 seconds (was 5).
- Decreased the standard spawn time of the Jailor to 4 seconds (was 10).
- The input for starting a patrol path can now be held, starting the action as soon as it becomes available.
The Knight's Add-Ons
- Call to Arms: Now increases patrol path length by 4 meters (was 10) and path creation speed by 7% (was 16%).
The Oni
- Increased the Demon Strike turn rate limit during the open phase of the attack to 540 degrees (was disabled).
NEW SURVIVOR ITEM: FOG VIAL
- Press the Use Item button to release a cloud of fog, suppressing scratch marks and auras, and decreasing visibility and audible sounds within its radius. Recharges over time.
- Each Fog Vial shares the following parameters:
- Has 1 charge.
- Has 33% opacity.
- Has a 10 meter radius.
FOG VIAL ITEM VARIANTS
- APPRENTICE'S FOG VIAL (COMMON):
- Reaches its maximum size after 2 seconds.
- Lasts 8 seconds.
- Recharges 70 seconds after use.
- ARTISAN'S FOG VIAL (UNCOMMON):
- Reaches its maximum size after 1.5 seconds.
- Lasts 10 seconds.
- Recharges 65 seconds after use.
- VIGO'S FOG VIAL (RARE):
- Reaches its maximum size after 1.2 seconds.
- Lasts 12 seconds.
- Recharges 60 seconds after use.
FOG VIAL ADD-ONS
- Volcanic Stone (Common):
- Decreases recharge time by 5 seconds.
- Reactive Compound (Uncommon):
- Decreases fog cloud expansion time by 1 second.
- Oily Sap (Rare):
- Increase fog cloud lifetime by 2 seconds.
- Mushroom Formula (Very Rare):
- Increases the fog cloud's maximum size by 2 meters.
- Potent Extract (Visceral):
- Decreases visibility and sounds within the fog cloud.
SURVIVOR ITEM REWORK: KEY
- Press the Use Item button to start channeling the Key.
- Once fully channeled, consumes 1 charge to reveal auras of Survivors in range for a set duration.
- While near a locked chest, press the Use Item button to quickly open the chest (uncommon Key or higher).
- Consumes 1 charge.
- Guarantees an item of Rare rarity or higher.
- Unlocking a chest with a Key reveals its aura in yellow to other Survivors in range.
- 1 other Survivor can rummage through the unlocked chest once.
- Guarantees an item of Rare rarity or higher.
- While performing the rummage action, the rummaging Survivor's aura appears to the Key holder.
- 1 other Survivor can rummage through the unlocked chest once.
- Consumes 1 charge.
- While near a closed hatch, press the Use Item button to unlock it (uncommon Key or higher).
- Consumes 1 charge.
- The Key item is no longer destroyed upon Survivor completing interaction and escaping the Trial.
KEY ITEM VARIANTS
- BROKEN KEY (COMMON):
- Reveal auras of Survivors within 48 meters for 8 seconds.
- 6 charges.
- DULL KEY (UNCOMMON):
- Reveal auras of Survivors within 56 meters for 9 seconds.
- Can unlock chests and hatch.
- 5 charges.
- SKELETON KEY (RARE):
- Reveal auras of Survivors within 64 meters for 10 seconds.
- Can unlock chests and hatch.
- 6 charges.
KEY ITEM ADD-ONS
- Friendship Charm (Common):
- Increases a Key's charges by 1.
- Shrill Whistle (Uncommon):
- Decreases the time to channel a Key by 35%.
- Braided Bauble (Rare):
- Increases the duration of auras revealed by Keys by 2 seconds
- Unique Wedding Ring (Very Rare):
- The Obsession and yourself both see each other's aura at all times.
- Decreases your chances of being the Killer’s Obsession.
- Blood Amber (Visceral):
- Using this Key reveals the Killer to you, and you to the Killer.
- Reduces aura reveal time by 6 seconds.
- Reduces number of charges by 2.
SURVIVOR ITEM REWORK: MAP
- Press the Use Item button to start channeling the map.
- Once fully channeled, consumes 1 charge to reveal auras of windows and pallets in range for a set duration.
- While revealing auras, press the Use Item button to create a beam of light at your location.
- Generators within 32 meters of the beam of light are revealed to all Survivors.
- Beam of light is visible and audible to Survivors only.
MAP ITEM VARIANTS
- CRYPTIC MAP (COMMON):
- Reveal auras of windows and pallets within 24 meters for 10 seconds.
- 4 charges.
- SCRIBBLED MAP (UNCOMMON):
- Reveal auras of windows and pallets within 32 meters for 12 seconds.
- 5 charges.
- ANNOTATED MAP (RARE):
- Reveal auras of windows and pallets within 40 meters for 14 seconds.
- 6 charges.
- BLOODSENSE MAP (EVENT):
- Reveal auras of windows and pallets within 48 meters for 14 seconds.
- Causes pools of blood to spawn beneath you while revealing auras.
- 8 charges.
MAP ITEM ADD-ONS
- Glowing Ink (Common):
- Increases the duration of auras revealed by Maps by 2 seconds.
- Gnarled Compass (Uncommon):
- Increases a Map's charges by 2.
- Battered Tape (Rare):
- Increases the maximum range of a Map by 8 meters.
- Sharpened Flint (Very Rare):
- When using the Map, all Totems within range are revealed.
- Crimson Stamp (Visceral):
- The Killer's Aura is revealed within 8 meters of the beam of light.
- Reduces beam of light duration by 10 seconds.
- Reduces number of charges by 2.
RETIRED KEY & MAP ADD-ONS
- The following add-ons have been retired from the Bloodweb:
- Key add-ons:
- Scratched Pearl (Uncommon)
- Gold Token (Rare)
- Milky Glass (Very Rare)
- Weaved Ring (Very Rare)
- Map add-ons:
- Yellow Wire (Uncommon)
- Black Silk Cord (Rare)
- Odd Stamp (Rare)
- Crystal Bead (Very Rare)
- Key add-ons:
- These add-ons can no longer be equipped to their corresponding items, but will remain visible in each Survivor's respective inventories.
KILLER PERKS
- Insidious:
- Decreased the time it takes to activate to 3/2/1 second (was 4/3/2).
- Hubris:
- Increased the duration of the Exposed effect to 20/25/30 seconds (was 10/15/20).
- Dragon's Grip:
- Decreased cooldown to 60/45/30 seconds (was 60/50/40).
- Scourge Hook: Hangman's Trick:
- Increased aura reading range to 12/14/16 meters (was 8/10/12).
- Overwhelming Presence (Rework):
- When a Survivor starts using an item within 32 meters of you, they gain Exhausted for 15 seconds.
- When a Survivor within 32 meters of you gains Exhausted, you see the closest Exhausted Survivor's aura for 2/3/4 seconds. This perk has a 25 second cooldown.
- Franklin's Demise:
- Increased aura reading range to 32/48/64 meters (was 32/32/32). No longer causes dropped items to lose charges over time.
SURVIVOR PERKS
- Potential Energy:
- No longer requires a minimum time spent repairing to activate (was 12/10/8 seconds). Decreased the amount of repair required to earn a token to 1% (was 1.5%).
- Any Means Necessary:
- Decreased the time it takes to raise a pallet to 5/4/3 seconds (was 6/5/4).
- Better Together:
- The aura of the generator you are repairing no longer has a range limit. Increased the duration of Survivor aura reading to 20/25/30 seconds (was 8/9/10).
- Still Sight:
- Decreased the time it takes to activate to 4/3/2 seconds (was 6/5/4).
- Built to Last:
- Decreased the time spent in a locker to 12/10/8 seconds (was 14/13/12).
- Appraisal:
- Increased the number of tokens to 4 (was 3). Each chest can now be rummaged twice (was once).
- Streetwise (Rework):
- The first time you deplete an item with charges, see the Killer's aura for 8 seconds. Items with charges retrieved from chests have +60/70/80% charges.
- Detective's Hunch:
- Increased aura reading duration to 20 seconds (was 10). Maps no longer track revealed objects.
- Déjà Vu:
- Maps no longer track revealed generators.
Hooks
- When only two Survivors remain, letting two struggle skill checks pass without any input will immediately skip to the sacrifice sequence.
Presets
- Players have access to a new preset system.
- Number of Loadout presets, and Cosmetic presets was increased to 7.
- Players can use a dropdown to chose the one they want to use.
- Presets can be renamed.
- Loadout and Cosmetic presets remain separated.
Custom Games and Spectator Mode
- Hotkeys to spectate different players are now shown in the HUD. They can be toggled off in Settings.
- A marker has been added to the HUD to show which player is being spectated.
- In Custom Games, the Killer power icon is shown to represent the player and the hotkey to switch view to them. The icon can be toggled off in settings.
- When joining as a spectator after escaping or being killed, the HUD will still show all players that had joined the match and their final state.
- The spectate button was relocated on the tally screen so it is easier to access.
Gameplay Area Expansion - Fallen Refuge
- More space to chase Survivors or loop the Killer, a small reference to a narrative universe where the dead roam the world has been added.
Bug Fixes
Audio
- Fixed an issue where the beam of light SFX from the Map item would keep playing after the VFX had been dismissed.
- Fixed an issue where the Rift Unlock Tiers SFX would not play properly.
Bots Improvements
- Survivor bots are now less predictable and more prone to errors while looping Killers they cannot see.
- Survivor bots now remain on generators longer when a Killer approaches without being seen by the bot.
Characters
- Fixed an issue where an incorrect percentage was shown in the description of The Knight's Call to Arms add-on.
- Fixed an issue where The Pig's Slow-Release Toxin add-on would not apply the Exhausted status effect when Survivors received a 2nd Reverse Bear Trap.
- Fixed an issue where the depleted item icon would become active when getting close to an unlocked locker when playing against The Dredge.
- Fixed an issue where The Mastermind would get stuck in the carry animation.
- Fixed an issue where The Knight's Guards would become stuck when damaging generators that were being blocked.
- Fixed an issue where The Singularity's Charge Biopod SFX would play when quickly attacking after releasing the Charge Biopod button.
- Fixed an issue where The Good Guy's attack SFX would play after vaulting using Slice and Dice.
- Fixed an issue where Survivors would lose Houndsense when rescuing a Survivor from a hook when playing against The Houndmaster.
- Fixed an issue where The Ghoul's forward momentum during Kagune Leap could be cancelled by holding backwards.
Environment/Maps
- Fixed an issue in the Toba Landing map where traps placed on door slopes would be hidden in the floor.
- Fixed an issue where Mikaela's hair would glow or appear incorrectly on low and medium graphic settings.
- Fixed multiple issues where the camera would clip inside The Houndmaster during their introduction.
- Fixed an issue in the Ormond Lake Mine map where The Knight's Guards would become stuck in invisible collisions.
- Fixed an issue in the Dead Dawg Saloon map where the debris of a broken pallet would clip into the ground.
- Fixed an issue in the Garden of Joy map where Victor could get pushed out of bounds by jumping against a rock.
- Fixed an issue in the Freddy Fazbear's Pizza map where a pallet could not be broken on one side.
Perks
- Fixed an issue where using a Killer power to vault would trigger the Unbound perk.
- Fixed an issue where the Killer's obsession would change when Dramaturgy spawned a Key with a Unique Wedding Ring add-on.
UI
- Fixed an issue where other characters in the lobby would not appear greyed out when they were in a match.
- Fixed an issue where the size of the Rift Unlock Tiers popup did not follow the set UI Scale setting.
- Fixed an issue where the tier quantity in the Rift Unlock Tiers popup did not adjust correctly when holding down the quantity buttons.
Miscellaneous
- Fixed an issue where the English End User License Agreement to link to the French Privacy Policy documentation.
- Fixed an issue where Terror Radius sounds would start at their full level before being suppressed by the Oblivious effect when inside the Terror Radius at a far distance.
Known Issues
- Rick Grimes and Michonne Grimes' voiceover lines are unavailable on the PTB and will be available when 9.1.0 releases.
- Rick Grimes' Last Day on Earth outfit uses the same pants as his default outfit. This is not intended and will be resolved when 9.1.0 releases.
- The retired Key and Map add-ons are not visible in Survivor inventories.
Tagged:
Community Manager

Comments
Come and Get Me has an infinite time to activate the perk, which means the survivor can hold onto it as long as they want. And the perk is an area effect, so it works on multiple survivors at the same time (even yourself).
OP? A 3 second stun if the killer is within 2.5 metres of a fast vault. OP? 🤣🤣🤣🤣🤣OP? 🤣🤣🤣🤣🤣 JFC. Single use. OP. Christ. 🤣🤣🤣
Great, it may stop a killer being rewarded with a hit through one window fast vault that he shouldn't have got anyway if we weren't rewarding laggy killers. Although, this is DBD it will probably do the stun after rewarding the laggy hit so there will be zero benefit to the survivor.
Yes, yellow bottles have become usable, but they are still not his main ability, the clown is a slowdown killer, he has always been played like this and will be played like this, yellow bottles were a distraction when it was boring to play purple and for yellow they collected whole new builds and took other addons, but to make him playable with yellow bottles you don't need to kill his purple ones, just leave everything as it was and don't change anything
if i was in a swf i would just run this perk or have someone run it and make sure to get downed as close to a vault or pallet as possible and just fast vault during pick up animation. it's just a flashbang alt since if you mess up a pallet save you can vault the pallet and still get the save then smoke bomb to cover up any tracks
R.I.P to his sanity.
Once in a game. Head on is better than this especially in a SWF group. Multiple stuns to inhibit multiple chases throughout the game. 3 second. Single use stun and people are moaning about it.
This reminds me of when power struggle came out and killers were going crazy about it and how it was another second chance perk that will be in every game etc .... the reality is you rarely see it.
Yup. It's yet another tool to deny hooks.
Okay so some killer buffs/survivor nerfs and some killer nerfs/survivor buffs as usual.
Take a deep breath, killer mains. I know some changes make your heart beat faster but always bear this in mind: BHVR forces you to win more than you lose by design. I'm unaware of any other PVP dev that holds one sides hand this hard. It's easy to get caught up in the smaller details and forget the bigger picture that you are still the devs favorite child
Regarding Keys and Map changes, I like the general concept of what you are going for but I feel like you have missed the mark a bit.
I won't talk about Maps since Keys are the bigger issue but overall the changes to Maps and Keys add nice variety and interactions to these items which will make them more interesting and create fun uses which should increase how often these items are brought into trials.
However some of these changes, particularly the changes to Keys, also removes what made these items really competitive. Not many people brought Keys, but a Iri- Skeleton Key with Blood Amber add-on was actually strong due to the one way aura reading on killers it gave survivors; this set-up put keys at equal level with good toolboxes or med-kits, making Keys competitive. By removing or nerfing these add-ons/interactions, in a way you are actually making Keys less useful than before even if they now have more interactions such as opening chests.
Iri-Skeleton Key from 30 sec of use to 6 changes, compared to Dull Key 5 sec of use to 5 charges makes Iri-keys feel much less useful than before. Also Blood Amber add-on being 2 way aura reading makes the add-on a whole lot weaker. Combined this causes some issues. Blood Amber add-on is the reason Keys were even competitive in the first place. By reworking this add-on you are actually nerfing keys overall and provide less reason to use them compared to Medkits and Toolboxes. Not to mention the add-on now reduces a Key's charges, which also makes Keys in general but particularly Skeleton Key already feels weaker than before. Why should I bring a Key now when other items can bring so much more value to a match, the answer used to be Blood Amber but now I don't see a strength other than free Bond perk which Keys already did before.
The new basekit aura reading on survivors is nice but this 100% could have just stayed an add-on that affects how the Key can be used. Add-ons manipulating a Keys abilities makes them more interesting. The chest interactions are interesting and open up more opportunities but overall I don't think many people will bring Key's for this, time spent opening chests is time not on objectives after all.
Overall I think the changes to Key's came from a good place and if they are implemented well, I think they will increase Key usage. However to me there seems to be even less reasons to bring a Key compared to before.
They are convinced they should be able to have a 100% win rate otherwise the game isn't balanced.
It's a delicate balance for BHVR due to how strong pallets can be. Such changes to pallet gameplay need to be handled with care.
However I do agree that doing 2 chests for 1 party pallet seems pretty weak. I would reduce it to 1 chest or change the activation condition like you suggest. Or make it give a regular pallet over a party pallet; this would be strong but since a survivor is using a perk slot for it and likely will only be able to do it once per match due to the number of chests, I think it would be balanced.
Having a mini-unbreakable that activates after being slugged for just a few seconds (what is it, 8 seconds?) is pretty unbalanced, and that's coming from someone who plays both sides (more survivor than killer these days). If someone goes down at a pallet, the killer typically needs to check the area to see if anyone will save, and if there is someone nearby, picking them up quickly isn't an option, at all. Same with people nearby with flashlights - picking up quickly isn't an option as experienced survivors won't go down near walls to face on pickup. This effectively means by having this perk equipped, as long as they had even tapped someone with a heal (ie a survivor can heal to like 95% then have their 3 buddies finish off the heal to give them ALL the effect), this effectively means they will be immune to getting picked up.
In the endgame with open gates or 99'd gates, this also means guaranteed escapes if they even manage to down someone if they are near a gate. Again, while pallets existing will break the balance with this perk, even without a pallet, flashlight savers will absolutely buy enough time for the person to pick themselves up then run to a safe loop or to the exit gate. There's no counter play. Killer's can't pick up the person within the amount of time before they can pick themselves up if someone is nearby because of pallet\flash saves - killers need to spend the time chasing off the saver. This is a lose lose situation and completely invalidates the time spent even getting the down to begin with. This also especially would be disastrous on m1 killers with no chase powers or map traversal. They have to fight tooth and nail for their downs - they need every single down to count since the game is already working against them.
What's going to happen here is people will simply run to pallet, get downed, and have a buddy nearby. This makes the downed survivor completely immune to getting picked up due to a pallet save. So, the killer must chase off the buddy, but now the downed survivor is guaranteed to get up for free, run a far distance, then go down somewhere of their choosing to get picked back up (OR just plot-twist to pick themselves up for free since the broken status disappears). This essentially makes every pallet in existence a god pallet, because as long as you have a buddy nearby to save, you will NOT get picked up and hooked, ever.
Now why as a survivor player am I saying this is a problem? The game should be about successful chases, mindgames, and loops, not just make a b-line to a pallet and go down intentionally since you know you're now immune to being picked up. Again, to reiterate, if you go down at a pallet with a survivor nearby, the only option the killer has is to leave you downed and chase the saver. Since you can now just simply pick yourself up after seconds, the killer either commits to the other person, or tries to come back to you, but you already are gone. If they commit to the saver, then that saver will simply do the same, go down at a pallet, and now he's also immune to getting picked up if there's a survivor near him. Considering you only need to finish a survivor heal, survivors can easily ensure everyone has this perk activated almost all the time. Just be injured, self-heal to 95, then your group just finishes the heal and now 3 people have it and you can indefinitely chain this pallet immunity. Once the downed survivor pick themselves up and run and go down somewhere else (naturally another pallet), they'll need to get healed, and the effect is now activate again for all the healers.
Frankly, this is strong enough to be a once a game effect. Completely have the ability to eliminate what would be a hook state on you. Not to mention now there is a perk to re-build pallets - you'll have a near infinite number of pallets available to go down at even towards the end of the match. Killer shack pallet, for example, will ALWAYS be up, now. While those "fragile" pallets won't be as useful in a chase, they will be god mode for going down at.
I appreciate you providing so much detail here. Let me make sure I note down this feedback for the team.
Scott Jund?
yup. but this flavour of babysitter allows you to protect the whole class, whereas Babysitter is strictly limited to the unhooked survivor.
i personally like babysitter more as it fits into my Wicked builds but I feel Come and Get Me has the higher blowout potential/momentum shift
I'm definitely gonna try it for when I'm with less experienced people and I want to force chases with something like OoO, Troubleshooter or Scene Partner
not exactly. a lot of people have suggested an idea like this. a similar idea is like adding a lethal pursuer effect to merciless storm and make it so all gen blocking durations last like 3-5 seconds longer. it’s a very cool and nice feature that the devs don’t seem to want to expand on. i like the idea specifically around these perks having that linger bonus because i like perks that have 2 effects that synergize with each other like lethal pursuer and current MFT.
Maps have been destroyed in this update! I hate it with passion. It is just so bad.
Why do I need a map to see windows and pallets for 14 seconds when there is WINDOWS OF OPPORTUNITY FOREVER? I don't think the team plays the game at all, honestly. The point of the map is to show you everything else - chests, totems, gates, hatches, gens, hooks… It is honestly my favourite item because it's so simple yet, so informative but now I have discount windows…
It's only usable 6 times, 8 with add-ons and I have to use the whole charge every time… If you wanted to make changes to the maps, then add the beam just as a marker (point of interest) basekit to the uncommon+ and event maps. Other than that, honestly, maps have been very balanced and there was absolutely no need for them to get butchered so badly. The event map was special and now it feels like a total waste of time. If you are worried that they aren't picked enough, then after this change they won't get picked at all. EVER. Maps are in a good spot and they are a helpful tool for learning the game as a new survivor, which is how I learned where things are.
It's just not good in any shape or form. Every update you guys bring, survivors just get destroyed… Then you wonder why killer queues take forever and you wonder why the survivor player base descreases. Please consider not going through with them.
ON ANOTHER NOTE - PLEASE ADD YELLOW AURA TO LOCKER WHEN A SURVIVOR WITH HEAD ON IS INSIDE IT. IT IS IMPOSSIBLE TO PULL IT OFF IN SOLO QUEUE AND IT'S JUST GOOD TO GIVE INDICATION.
The perk - Apocalyptic Ingenuity
This perk sounds like a good idea but the chest isn't the way to go. There aren't enough chests to make it worth it for a whole team. I think what would be better would be to pick up scraps from broken pallets and create one proper pallet. You can decide on the ratio - 3 to 1 / 2 to 1. This way there are more opportunities for multiple survivors to engage in the game and help with people who drop every pallet at 5 gens.
The perk - Last Stand
It's a really cool idea and I really like it but once per game? A whole perk slot for ONE STUN. You also don't get it for free, but have to set it up. I understand that it doesn't give you exhaustion and it can be stacked with all sorts of nasty combos but the cost is much higher than the pay off. Maybe make it so it charges for every 60 seconds in chase instead and no cooldown. If you get chased for 60 seconds, then stun the killer and then it starts charging again… Most survivors (other than the pros) can't do even 20 seconds of chase…
well with bhvr's balance changes no one will use it so the first buff they'll do is half the cooldown then the second buff is they'll get rid of the one time use by either making it turn on in endgame or just getting rid of it entirely
i'm complaining about something strong that'll get stronger in the future
Thank you SO MUCH! 😁
@ThatRyanB another change to Franklin's if the devs insist on letting the item keep its charge, is when it's knocked out of the Survivors hands it's sent a few meters away. As it is it's knocked out in the exact same spot you hit the Survivors at. This way, Survivors of they want to come back for their item, they will need to actually look for it more. Risk vs reward. But I rather keep this perk where the item at least will lose some charge when hit. The aura reading ability reach doesnt mean crap to me.
Why does Clown need a sidegrade? Isn't he already a low tier killer? Feels like one of those changes that was made by only looking at the raw data. Clown already struggles compared to other killers and nerfing his slow gas is basically taking a bat to his kneecaps in terms of usability and I'm really not sure buffing his haste gas will make up for it.
The perk that rebuilds pallets does only rebuild party pallets. They break when dropped. They are in no world good and very easy way to deal with. Also the survivors don‘t have infinite pallets, it would be like 1-2 more party pallets. No one is gonna use them.
I think you didn't read my whole message. For chases, they arebt that useful. However, they are gold for anyone going down at the pallet. The killer can't pick up if anyone is nearby, and that then in turn activates the mini unbreakable perk (or power struggle). You can generate infinite uses of this. Usually you can only pull this off once per pallet, but being able to create fragile pallets, you have an infinite supply of god mode.
Given that the plan was to have these perks updated to be used more often hopefully I feel as though that's gone the complete opposite way with Streetwise, the perk is fine as it is, I know it needed to accommodate the new key/map kinda but the rework having it only affect chest found items is really lame because although I don't mind having a rummage sometimes so many players don't look through chests so the perk just won't get used. It's great for extending the life of items right now, I just don't think I like a rework to a perk that's been fine as it is for as long as it has. Nea is an OG survivor, why change it this drastically now?
At this point in the game's life, it is absolutely unacceptable for retired add-ons to just be rendered unusable in our inventories. It is especially egregious in this case since map and key add-ons have been the #1 culprit of bloat in Bloodwebs since the game's release.
There already is a system for converting add-ons into other add-ons. Use it. The retired add-ons should either be converted into the new add-ons for their items, or they should be converted into add-ons for the fog vial. In the case of maps, you could even convert them into the new rarity of maps. Just anything but making them unusable.
Just on Orela alone, I have 22 Scratched Pearls, 41 Gold Tokens, 9 Milky Glasses, 12 Weaved Rings, 21 Yellow Wires, 51 Black Silk Cords, 57 Odd Stamps, and 20 Crystal Beads. That is 755,750 wasted Bloodpoints on the newest Survivor alone, and I only have her at Prestige 9. As a reminder, there are 46 Survivors in this game. If we assume all of those Survivors have a similar amount of those add-ons, then that's an estimated 34,764,500 Bloodpoints worth of add-ons about to be rendered unusable. This of course only accounts for my spending habits, for players with more investment in their Survivors then the cost is even worse. For frequent players, these add-ons being retired is absolute robbery.
Plus, think what impression this is going to give to new players. They're going to see things that they've earned through progression just taken away with no compensation. They've just seen the conversion mechanic used to turn the old shrouds into the new ones, but now stuff is just being taken back out behind the barn? What's the reason to care about anything you get in the Bloodweb if it can just be taken from you, and you don't get anything back?
Do not let this go to live like this.
OK, full thoughts on this. Gonna be long.
Rick Perks:
Michonne Perks:
Executioner Changes:
Clown Changes:
Pig Changes:
Knight Changes:
Oni changes:
Fog Vials:
Key Rework:
Map Rework:
Killer Perk Changes:
Survivor Perks:
Hook change:
Presets:
Customs:
New Map - Forgotten Realm:
All in all… kind of a mediocre patch with some good and some bad, and for some reason completely slaughters two Killers but has a kinda crappy map and adds some potentially problematic perks to Survivor? Meh…
But you can‘t create infinite fragile pallets and even when this was the case, it would only happen once to you and then you bait them into dropping the fragile pallet after which you down them again or you pick them up before they do it.
pyramid head's add-on changes are ######### awesome
Still not sure you're understanding. You don't use them to drop on the killer to stun them in a chase. There's no baiting involved. As an injured survivor, you run to a pallet, then you stand there. Either the killer downs you, or he leaves you. Either way, you win. Once you're downed, they can't grab you with your buddy nearby. If they dare, they get stunned. If they run after your buddy, you simply get up (with the new perk), or you power struggle if they come back to get you. If the killer is silly and does pick you up, they get stunned, you escape. Now you can come back and rebuild the pallet. Rinse and repeat. If they dare pick you up, either your friend pallet saves, you power struggle, or you use the new perk and get away. If the pallet is destroyed, then you can just create another fragile pallet.
The whole downside to fragile pallets is that they are destroyed once dropped. You can entirely disregard this downside if you instead use it to go down at instead of trying to use it in a chase where (as you mentioned) baiting is necessary. Skip that entirely - simply go down at the pallet. Now you can't be picked up without the killer getting stunned. At the moment, the game is balanced around the idea that while you can guarantee yourself safety at any pallet by going down at it, it permanently uses that pallet resource, and as the match progresses, less and less pallets are available. However, now, you can just keep recreating them. You DO NOT drop them in chase. You instead just go down at them. The entire downside to fragile pallets are non-existent if you use them in that manner.
The problem isn't "you win more than lose so these changes are fine."
The problem is some of these changes make the game needlessly more frustrating for some Killers.
I strongly agree with this. Let us convert our useless retired addons and offerings and items into bloodpoints or Shards, then this change would be fine.
Last Stand I wish was an exhaustion perk with the current requirement, once per trial is madness. Or at the very least give it the dead hard treatment once per hook
More pig buffs, revert clown and knight nerfs, and for the love of god patch kidnap tech already or make kanekis scamper worse
Why nerf k ight
The Knight, The Clown and Franklin's is just proof you Devs Hate Killer mains. Franklin's was ment to help counter Sabo and other items that does bully Squads like crap. Ur listening To survivors more than The Killer side and this Is Solid proof. Ur gonna Lose ur Killer players very Fast if these Changes go through. I'm not the only one that's saying this btw. We Killer mains are begging you to revert these three Changes back.
If The Clown Changes of his purple bottles and Addons and keep the Yellow bottle Changes it would be fine.
I'll be honest I'm kinda Losing my love for this game.
I'll still play it but I won't trust you guys with making the Game better for both sides
Can't say I'm happy with the Streetwise rework. I don't see why the efficiency buff was removed, since toolboxes, medkits, and flashlights still use the old charge system.
You know the survivor perks are bad when the usual suspects who find at least one perk to have a knee-jerk reaction about are completely silent lol
Most of these changes look fine to me. Pig's changes are much needed and I'm keen to try them out. I know alot of folks would have preferred a buff to her RBTs but honestly, I think those provide the perfect passive slowdown, and her stealth and ambush needed the buff.
From what I've seen of the fog vials they're fine and breathe a bit of much needed life into what has become a stale role. I hope the feedback of those who think they are fine get passed along just as much as the feedback from those who dislike them (because of course folks who never touch survivor are going to hate anything that provides the slightest bit of benefit to their opponents. I play both sides and think they seem fun, and this game needs some fun honestly).
And thank you for listening to the community on the hook situation (ie 2 skill checks when there are only two survivors left)
@ThatRyanB
Do we get recomensated for all the addons we lose? I literally have thousand upon thousand of each map and key addons you will retire with 12 surviviors p100 and everyone else p11-25.
The change just doesn't feel right or fair, because we lose so much BP we spent on it.
Also, can we have a toggle to hide those retired addons?
You are really not understanding. You can make 1 fragile pallet after opening 2 chests. So basically 1 pallet per game. How is that infinite? Do you understand what infinite means?
These pallets are crap in the event where you can make loads without a perk slot being used. Nobody is using this perk. Nobody.
I think still sight has a potential to be strong with shorter activation time it will make mind games harder for killer in certain loops.
Apocalyptic Ingenuity reminds me of Invocations. A neat idea for a perk that BHVR seems really concerned is going to be way too strong, so they overload with conditions. This could have been build time and long cooldown and been absolutely fine.
Come and Get Me: Meme perk for trying to hide others and bait chase.
Toughen Up: I originally thought the perk was awful, now I'm kind of on the idea its okay, but not very strong. I guess its use is after saving a survivor from being picked up, you increase the chance of them getting away.
I personally find injured survivors really easy to track via sound so it doesn't seem that useful to me, but maybe the scratch marks / blood pools will make a difference.
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Conviction: Interesting perk idea. I don't think its strong, but it does have a neat use.
Last Stand: Once a match you can stun a killer through a window. Okay, cool.
Throw Down: Like Toughen Up, requires a teammate to have this and work together for the save. The 10 seconds of endurance only seems relevant if you're hitting a Nurse or Blight. But being the injured survivors should be running away as fast as they can while the killer is stunned, the aura read is nice but doesn't seem like a huge deal.
There's no baiting involved. As an injured survivor, you run to a pallet, then you stand there.At the moment, the game is balanced around the idea that while you can guarantee yourself safety at any pallet by going down at it, it permanently uses that pallet resource, and as the match progresses, less and less pallets are availablePallets aren't that rare. If your only concern is finding a pallet to use for a save then you don't need to use a good pallet, you can use the weakest pallet on the map.
With the current condition of 2 searches a survivor needs to dedicate a lot of time, and potentially a good portion of their build, to add something in that you need to then dedicate more time to be near to create the possibility of a stun so the killer doesn't just autopick.
This is on top of if the survivor doesn't reach the pallet, or just goes down on it right away, you've lost out on even more time.
So another survivor sided update, as usual.
Fog vial is completly busted, I can't even imagine what a 4 swj is gonna do with it.
Survivors got smoke bombs, rebuildable pallets, stun on vault and aoe endurance when a pallet gets thrown, and killers get a nerf on franklin's, a Phead nerf, a Knight nerf, a Clown nerf (because yeah let's nerf B and C tier killers, why not), one second faster activation on insidious and a Pig buff, woohoo !
Agreed. They took away his ability to effectively chase and zone out with the one good part of his kit and then buffed the side that benefits everyone. Not really a good change in any way but we'll see where it goes
Awww look at this. You can tell killers have had their hands held for so long that when any slight change comes in they start crying about how unfair it is.
Meanwhile, survivors(especially solo) is in the worst shape ever. They get trapped in games that are unwinnable so the killer can have fun and they just got another 6 pointless perks.... woo
"Rebuild pallets" 1 single party pallet per game
"Stun on vault" once per match
The survivor perks are dreadful. Compose yourself.
I suppose I didn't take your personal match lengths into consideration - my bad. My matches on average are around 10 minutes long - sometimes going to 15. The "hard limit" of available pallet re-creations would never be realistically reached within that time period unless you're trying to do some sort of Guinness world record and just sitting there constantly trying to create fragile pallets, destroy them, and rebuild them again, but at that point you're not actually playing the game as intended. So yes, by someone gamethrowing and just constantly trying to spawn and destroy them instantly instead of playing the match, in that specific scenario you've created, yes it isn't infinite. Also yes, if your finding your personal matches are taking an hour long for some reason, sure you could hit the limit. However, I'm talking about playing the game, not someone gamethrowing, and I'm also talking from my personal experience that matches on average never go beyond 15 minutes. However, even if your personal matches are taking an hour long for some reason, eventually the killer will stop trying to pick you up once he knows what you're doing, so that's even less fragile pallets destroyed which means no need to make more, so once again, your "limit" is never getting reached.
So to be clear, I'm talking about being realistic, not creating edge cases that don't occur in natural matches. By the time matches end, there's usually still a small number of pallets left. Considering the time it takes to chest hunt, and the time it takes to run through all pallets, AND considering the killer will quickly realize you're immune to being picked up and the fragile pallet simply EXISTING and not even being used is enough to give you godmode, you should never realistically run out of pallets and fragile pallets, hence the infinite statement. There's plenty of normal pallets, and when all the good ones are gone, you can realistically continue to generate fragile ones out of the god pallets until the match ends (frankly, god pallets don't matter - any pallet works for the going down "technique", even very weak pallets). Again though, my experience is matches usually end within 10-15 minutes. Your acting like you'll hit the limit, so if your matches means you keep having several birthdays every match, then yeah, you'll hit a limit.
So now you understand that realistically you can just keep recreating pallets, what's going to happen is people will just go down at a pallet - not drop it, just go down at it. It's a safe zone. The killer cannot pick them up if you have a buddy with you. If by some bizarre circumstance the killer does pick you up, the pallet just stuns them, and you're free. Afterwards, you just rebuild it (assuming it's still a good place to do so). You'll pretty much never hit your limit because
So considering in normal matches where a world record isn't being attempted, you'll have an infinite supply of fragile pallets - mostly due to the fact that you'll have no NEED to re-create many unless the killer isn't too bright and seriously keeps picking you up just to get pallet stunned.
Originally, we had this tactic already with power struggle and flipflop. The balance here is that the killer would effectively HAVE to eat the pallet (or play the slug bleedout game), but it would permanently remove that pallet. Over the course of the match, pallets within range of gens would eventually just go dry, and that tactic wouldn't work anymore. However, now, survivors can just simply rebuild them. Eating the pallet would be a disaster for the killer since it's no longer permanently removing that resource. It's a lose-lose situation for the killer. If the killer DID eat the pallets, then with zero gen pressure, the match will conclude pretty quick…unless you're just a bully squad, but again, that's not participating in normal gameplay - trying to extend the match as long as possible. If you're going out of the bounds of normal gameplay, those fragile pallets will no longer be infinite, naturally.
EDIT - Just doing your math for you. You can have up to 13 chests in a match. If you're seriously blowing through all of those fragile pallets and hitting the limit, then you have a very dumb killer (which you'll win anyway), or someone's intentionally wasting them.
I promise you, there's no disrespect intended for Killers from our side. PTBs are intended to be a space where we present changes to the community to go hands-on with and share their feedback on. Just because something makes it to the PTB, doesn't mean that's the precise state it will then make it to the live game in.
We've been closely following community feedback on these 3 topics (among many more, of course), and have been sure to share this feedback with the team.
While I totally get that it can sometimes be frustrating to come face to face with changes that you don't vibe with, believe me, sharing constructive feedback on what does or doesn't feel good is immensely helpful to both us and the wider dev team, as it helps inform further balancing adjustments.
While I mostly agree here, and we certainly appreciate your openness to even have a PTB (seriously), we've been burned before on the PTB. Easy example was the slew of negative feedback that was provided about the original Made For This, and despite the amount of negative feedback, it still went live, and it took almost a year before your team got around to finally admitting it was problematic and balancing it. That was a year of hell for m1 killers with no chase powers - killers who are already the weakest in the game. PTB changes, despite the promises of "we'll keep an eye on it" has burned us many times before.
That being said, I do APPLAUD y'all coming up with a new item (the fog vial) to try to add to the basegame. While I feel the iri addon is very problematic, along with being able to stack their effects together, it's nice to get something "new" to add a new dynamic to the game. I'm tired of just bringing a medkit or toolbox every match, ha. It's also nice to see keys and maps have a purpose now. That means less toolboxes and medkits constantly. While this is all technically just buffing survivors, an already strong role, I feel it may still help alleviate pressure for killers indirectly by there being less gen rushing and sabos and free self heals.
I appreciate the openness on that and believe me, I can understand where feelings of concern around balance can stem from. While I can't always promise what an outcome will look like, you better believe we're here to make sure folks' feedback makes it back to the team.
And on that note, I can confirm that we've taken note of feedback around the iri add-on and stacking for the Fog Vial. Outside of those two points, how are you feeling about the item so far?
Honestly, and maybe an unpopular opinion, I love them. Heck, the fog vial from the event I really enjoyed. That's mostly because I really like mindgames in the game (while I play mostly survivor atm, my killer main is a p100 ghostie, so mastering mindgames is a must to succeed). On survivor, I love running stuff like Deception or Red Herring, so this fog vial is RIGHT up my alley. Back when we had the fog vial from the event, sometimes I'd break a vial somewhere where my retreat ISN'T just to make them think I went running off in that direction when reality I stayed in place nearby or ran off in a completely different direction and just used the fog as a decoy. While it's less viable to do so with these newer vials, I suspect we'll be able to pop the vial to get the killer's attention. Someone working on a vital gen or healing somewhere? Pop the vial off to the side to steer the killer's attention to it and away from your vulnerable buddy. Lots of potential even out of chase, I say.
Next time there's a Light's Out mode being considered, how about a Fog's Out mode? I think it would be interesting to see a lot more fog in the game for sight blocking instead of the pitch black like Light's Out. Bear in mind, I mean the non-iridescent and non-event fog vial we have on the PTB….you can make things out…kind of, as opposed to being completely blinded by it. More creepy.