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
As a killer main its really frustrating to see repeated strings of what seen to be very poorly thought out changes: xenomorph, Artist, and now Knight and Clown, that do the opposite of what the claimed intent was, while also making them overall feel worse to play. It feels out of touch and like the balance team is just looking at stats in a manner of first order thinking instead of going to second order and thinking "why?"
The best time to fire your perk design and balance teams was nine years ago.
The second best time is today.
All of this patch is awful, and you should expect to need to rework these awful decisions three years from now after you finally remove your head from the sand.
A few things to note:
Apocalyptic Ingenuity doesn't show the aura of broken pallets at all. It also rebuilds the pallet in around 5 seconds instead of 8 seconds like the perk description says (so i assume the perk description is incorrect).
Last Stand's fast vault sound effect doesn't play, at least on the survivor side. It also feels really clunky to use, the killer isn't stunned until the very end of the vault which means trying to use it to stun the killer by vaulting into them just results in you getting hit before the stun comes in, or for the killer to end up being stunned when you vault away which visually looks very strange because you're already far away from the killer. In gameplay I usually only get the stun when the killer tries to swing for a vault that i already would have made without the perk. Its also very weird being a 1 time use, and its killer dependent because against stealth killers i find i can never use this perk at all. Perhaps it would be better suited as a perk that activates when you get unhooked?
Conviction's broken timer can be affected with vigil, which means if 2 survivors heal you after you pick yourself up you can completely bypass being downed. A simple solution to this is to make the broken status permanent and only end when you get downed, similar to moment of glory and clean break. You can also use plot twist to down yourself during the broken timer to ignore the downside and become healthy when you recover.
Keys are bugged with residual Manifest and Scavenger, if you open a chest with a key and then rummage the perk will be used up but you wont get an uncommon flashlight or toolbox, you just get a random rare item. I think both of these perks should get a sports flashlight and commodious toolbox instead of uncommon, so maybe that is a way you can fix these perks. otherwise, they are currently non-functional.
Teammates rummaging through a chest that you opened with a key also counts as you opening a chest for moment of glory, apocalyptic ingenuity, and specialist. This is most likely a bug, but if its intentional then the perk descriptions should be updated.
If you use appraisal to rummage through a chest you opened with a key, you are also guaranteed a rare item for each time you rummage through that chest. This does make appraisal super fun to run with keys so i urge the developers not to remove this, but to instead update the wording of keys or to allow appraisal to guarantee rare items. I personally have been having a super fun time running chest builds, and using keys to open chests feels great and allows for a lot of fun, I would be disappointed if this gets nerfed.
I should mention that better together is still very confusing for solo queue because survivors dont know if the yellow generator is a blast mine or trail of torment. It should work like the guide class in 2v8 where it highlights the generator in red and reveals your aura to your teammates, so that the perk accurately portrays information instead of confusing your teammtes.
Overall as a survivor I really love the item changes, maps feel useful now, keys are super fun to use with chests, and the fog vials are a blast to use. Though from some footage i gather fog vials don't always hide survivor scratch marks, which i assume is a bug.
I appreciate the addon design for maps and keys, though i do wish there was an addon for the key that directly affected the way they interact with chests. Personally i would really like an addon that reveals the auras of chests when you channel the key, as they can be very hard to find without running plunderer's instinct. As for the fog vials, most addons don't really feel that impactful other than the iridescent addon, they could use a bit of tuning but i still appreciate the design of making each addon unique and useable. I'd love to see an addon rework for medkits, toolboxes, and flashlights in the future with the current addon design philosophy. I feel many of those addons are outdated.
Except, ironically, for Stealth Killers, meaning that they have a new advantage and strength - being able to ignore aura reading perks like these. In fact they're the only Killers now that can do this.
Apologies, I was under the assumption we were having a discussion. You're just here to ridicule. Of course no one is running this perk, it's only on the PTB. Nice attempt. We're here to discuss the new perks on the PTB so the devs can make adjustments, if needed. It's a very strong perk, and people already have shown videos on just how ridiculously strong it is. However, considering you're not here to participate in a discussion (the fact you're pointing out that people using this perk at all is a "dream scenario"…come on…I guess the new account with low posts makes sense, now), I won't be continuing attempting to do so with you and will instead continue with people wanting to have a productive PTB discussion on a perk coming soon. Don't bother trying to reply - I won't be seeing it.
Anyway, back to the actual discussion, we've seen a few people point out how this can be used to be completely invulnerable to pickups. While this remains true as SEVERAL people have pointed out in PTB videos which some people pretend don't exist and say it's a fantasy, it should at the very least be considered as being disabled during the endgame collapse, as it is an almost guaranteed escape if a pallet is near an exit gate. Since throughout the match natural pallets will be reduced, survivors can just simply create one near any exit gate. From there, all survivors need to do is go down at that pallet. If killer picks up, stun, and out the exit they go. If instead the killer chases the saver out the exit gate, then the person just picks themselves up and gets a few options for escape such as running to the other gate, hatch, and so on. This perk essentially forces the killer to slug, but the perk in itself punishes for slug. It's just a lose-lose situation. The killer can't possibly pick them up, and if they leave them, they get themselves up. This is, once again, a perk that highly discourages killers from hooking survivors. Not only does it make hooking them impossible, but not hooking them is punished.
This is also why I feel like Killer Mains generally seem to be very frustrated with the game even when they have an obvious advantage, as we had for two years now. The changes feel like they're done haphazardly based on people who play in a way that isn't coordinated, which may be what the Devs intend the game to be but then there's nothing for Killers to defend against teams who don't play like that. It feels out of touch especially when the perks nerfed for Killer are ones that genuinely aren't high picks and don't cause issues; I can see nerfing the gen perks but why Franklin's, for example?
It also really feels like feedback we DO give about Killers that DO need the help to feel less clunky, is ignored. Multiple times Chucky Mains told you the nerfs felt bad and the devs proceeded. Multiple times Kaneki mains said the Ghoul changes were the incorrect ones to nerf him and made him clunky, and the devs proceeded. Multiple times Ghostface Mains have told the devs that the haste from 2v8 should come to 1v4 in some sort of limited way to give him map pressure, but the devs won't do it for some reason when every other Killer seems to be getting haste lately. And multiple times, Xeno and Sadako and Plague Mains said the chest spawns should not prioritize over Killer items, and that wasn't changed at all until Springtrap came to the Fog solely because a bunch of people came to the game to play Springtrap - that's why it was rolled back, in fact it was even said by the Devs that this spawning issue was intentional when it ruined the game for those Killers and even affected Survivors on some Killers.
The Devs always seem to listen to Survivor feedback about things. But it feels like when Killer feedback is given, it falls on deaf ears. When suggestions to make Survivor more fun are given the Devs eventually always seem to add it, but when suggestions to make Killer more fun are given, the changes come never or years down the line. We had to wait 9 months for MFT, a perk we told you from the End Transmission PTB was an issue, and we had to wait 6 years for nerfs to things like Dead Hard, Hope, Adrenaline, and other perks that felt awful to handle as some Killers. The last two years of buffs for Killer felt like breaths of fresh air because it seemed like finally Killer problems and feedbakc were being listened to, but now we're backsliding with changes like the ones to Knight and Clown? Why?
It doesn't inspire confidence. It doesn't make it feel like the Devs play Killer at all. And it genuinely gives the impression that the Devs either don't play their own game (not true) or genuinely believe half of the game - which is so varied that your round outcome and how frustrating it is can depend on what Killer you play, when you play, and the map you get - is too strong because those Killers could play with less frustration than before, up until this patch.
It hurts. It really really hurts us as people who enjoy this game and trusted the Devs. We're not asking for more 4ks or a 100% Killrate here. We're just asking for the game to feel balanced for everyone in the roster, so you can play whatever Killer you wish and still win about 60% of the time. That was what the changes so far led us to believe was the case. Now the Devs are going back on that, it feels like. And that really hurts.
I have some thoughts on the recent perk changes as a Killer/Surv player:
Killer Changes:
Insidious - the reduced cooldown is fine but it won't really make it more worthy of a perk slot. It needs something extra. Some people have suggested making undetectable perks last longer, maybe by 6/4/2 seconds would help it become better.
Franklin's - removing the item charge loss is just unnecessary. Items themselves aren't a necessary tool in game and so losing or not having one at all doesn't mean the game is unplayable. It seems totally fine to keep the charge loss but maybe decrease the rate at which it loses charges to compensate for the aura change.
SURV Changes:
Any Means Necessary - this isn't enough of a change to make it more playable. Adding a secondary effect, like seeing the Killer's aura while raising a pallet would make it better.
Streetwise rework - the ability itself is okay but I think the additional charges should only apply to 1 item from a chest so that you can't just keep getting over-charged items and distributing them out to the team. Items are already an strong addition to a team.
Also, could we maybe get a 5% haste in Night Shroud for Ghost Face? It would be helpful to get around the map, as he feels really slow when you want to sneak up on people.
Please address corn blindness on your map. It's actually unbearable having to deal with a map full of it and not being to stalk unless you are close enough for a grab. This also hurts any short 1st person killer, like Xeno. The map is so unenjoyable because of how corn renders and blocks vision, and considering these killers play close the ground frequently, that's your main view most of the game. Seriously, when I load into a Cornfield match I want to disconnect its that bad.
The Main issue I see the new perks is Bully Squads. These perks will increase turning perks being used and Will create a a Epidemic of infinite Stunning. Which is why I think this chapter Deserves more time before release.
If the changes go through then Killer needs some Basekit stuff to counter the new mechanics from the survivors. I would add Basekit for when the killer Is Stunned more than 10 times in a match they will be Granted 50% faster Stun recovery for the rest of the match. Which this will help balance the new perks that stun. For the perk that gives endurance to survivors around a pallet stun I would rework this Perk because this will encourage Sabo Squads to abuse this Perk. Franklin's Demise was never needed a Nerf and removing the Items losing charges while dropped actually makes the Perk pointless. The Perk was ment to counter items Like Medkits, Tool boxes, Flashlights or other item that Survivors have. Yes it can be a annoying Perk to go again but it was ment to face SWFs like Sabo to Regular bully Squads and this is happening with healing being very Over Powered at the moment which this Perk helped counter this issue that's has been said for a while now.
Like if I'm the Killer and I'm against a SWF Sabo Squad. If i hit the survivor that is Sabotaging my Hooks and I use Franklin's Demise to Make one survivor lose there Toolbox to eliminate one toolbox I'm able to counter that and get my Hooks in peace. With the Nerf the SWF is able to pick there tool box back up and continue Sabotaging my Hooks making my efforts of eliminating the Sabo Squad to have a Decent game all for nothing.
If Franklin's Demise gets This Nerf than The Killer Needs a Anti Bully Squad Update before that nerf happens. I'm sorry for being mean but it's the truth
The engine? I'm not the most tech savvy person so uh...bear with me...
What does that do? Would it mean better performance, graphics, etc? I'd be down to try the ptb for once if that's the case.
I think i should also talk about clown for a little bit.
The design goal of clown is to make yellow bottles used more and purple bottles spammed less, because purple bottles aren't super interactive or interesting, you throw on a survivor and thats it. But by removing the delay of yellow bottles, you have essentially removed the skill ceiling for clown, its now super easy and mindless to just throw a yellow bottle at your feet and throw a purple at the survivor. The delay of the yellow bottle would force the clown player to think ahead and set up where they want to run to so that they can get the haste, and there is a lot of nuance to angling the throw to get it to land in the right place, so that the speed boost activates right when you walk through, but not too far that it gives the survivor a boost too. But now that skill ceiling, all that nuance? completely gone. I think the "buff" that removes the yellow bottle delay actually makes clown a lot less fun to play as and against, and it should be reverted.
the overall speed difference has also just been nerfed, beforehand it was a 25% speed difference (29% with flask of bleach), but now its 24% (and 26% with flask of bleach). this is just a clear nerf, and the overall less hindering time and the nerfed addons make clown feel really bad. Cigar box has such a small aura reading range now that its basically useless.
I can get behind decreasing the purple and increasing the yellow but the speed difference and duration NEEDS to remain the same. Clowns only strength is his great antiloop, but like every other m1 killer he really struggles with prerunning and holding forward and these changes only serve to nerf his antiloop while not addressing any of his main weaknesses. If the goal was to make clowns yellow bottles aid his mobility, then a 2% increase really isnt enough. I would say it would be interesting to try and swap the yellow to 15% haste and purple to 10% hinder, but this is already the ptb and such a big change REALLY shouldnt be rushed to live. Clown really needs more time and consideration.
I love a lot of the survivor changes, but i sincerely hope this iteration of clown does not go to live. A lot of these changes really need to be reverted.
Oh babes again you have been very silly.
You brought up the clown in your message about how "survivor sided" the update is and how we shouldn't be nerfing mid to low tier killers and then you now say that getting kills with clown is "super easy". Well.... make up your mind little man, if he is super easy to get kills with which is what you most recently said why were you crying about him getting changes in your earlier message and how he is not a strong killer?
I get you were trying to belittle me for not being a baby and trying to make out like I play the strongest killer in the game when I don't, but you really need to try and make it a bit more consistent between messages. Some of us are able to follow a thread and will notice that you can't keep a consistent view. Throw your toys out of the pram again here if you like.
I also pointed out I don't need a 4 slowdown/regression meta set of perks but you couldn't spin that in any way to make you look "smart"? So you stayed away from that.
I see exactly the type of person you are. Someone who tries to spin every response in to the poster being the problem. You're the problem babes. You are bad at the game and because of this you expect BHVR to make it so the game can be won every single game by even the worst killer players. I think it is hilarious you say you get 3 or 4k every game but the game is survivor sided...
Basically, you lie in all of your posts to make it look like you got the upper hand but because it is a lie, you can't consistently apply the same information throughout multiple posts. I am cringing for you so much right now.
Rage on baby boy.
Just want to point out this disrepect that the killer community has been feeling isnt just due to this patch it has been growing for awhile now.
For me it feels like we have to be louder and fight more on voicing our concerns against the survivor community only to be gaslighted or just "wait and see on live" perfect example as some people used is MFT alot of killer players instanly saw the glaring problem with it and rightly pointed it out in PTB but sadly we have been gaslighted, told that its overexgarated and will be fine or the classic line "so you dont want survivors to have anything" which i want to point out is so dumb and untrue of course we want survivors have things but not broken OP stuff that breaks the game. Then it goes live and killer community was correct and we had to wait so long for it to be nerfed.
Also i do personally feel like theres blinkers going on in BHVR on killer stuff as you are so focus on the symptoms that survivors are suffering from like camping, tunneling etc and not the root causes which in my opopion are gen effiency and map balancing we see all these game changing basekit hand outs to deal with the symptoms for survivors like the anti face camp, endurance off the hook and gen regression limits. But killers dont get any game changing base kit to help deal with the root causes for example base corrupt intervention which will help deal with gen effiency so much at the start of the game or even healing limits as that causes the same issue as 3 genning stalling the game out. Before anyone mentions the faster break and attack cooldown i would argue they are placebo buffs as even with them (which are so small you dont notice it at all) survivors can still reach another loop or pallet so it does nothing to the gameplay at all.
I know this is meant to be talking about this patch PTB but considering your response to the person you were talking to i thought i will add to it and address what i believe are vaild concerns with the game direction and health. In the end we all want this game to be healthy and not die but it safe to say the killer community are getting unhappy with what feels like the lack of respect, care of our valid concerns and issues and the lack of understanding about the killers and killer perks.
Arinad, a very skilled and dedicated clown main who is famous for making a really long clown guide and pushing his meta, has just released a video talking about how he dislikes the changes and why.
Its 2 hours long of course, and I wouldn't expect anyone at BHVR to dedicate that much time towards watching a video because I imagine you are all very busy, but he also provided a shortened slide show to share about the changes he would like to see. Since I know the developers read this thread, I figured I should pass it along here. I urge you guys to take a look at it. Thank you!!
https://bit.ly/ClownPTBSuggestions
I think 5% Haste on him is a little much but a 3% would make sense. It felt great in 2v8 to have that extra haste.
Nope. Killing survivior toys will make you play against bots or wait 15 minutes for a 5 minute match.
They must be reasonable. Now waiting time is around 8 minutes.
Survivior side cannot be nerfed to the ground.
I want killer times to be quicker, so I can play killer normally. I myself can't bare to wait that long for a match.
Never said to gut or nerf the Survivor side. I just want it balanced on not only the survivior side but also the killer side. If you take something out on one side you need to give that side something to balance it. The Killer side doesn't have any basekit to face bully Squads and Other Annoying things that makes playing Killer Miserable which is the point of bully Squads btw. The only thing I would do to balance this I would make it so Hooks only can be Sabotaged a limited amount of times and when you Go down you lose ur item defaultly and add a perk that not only let's you keep ur item when downed or Hit with Franklin's Demise but it will give extra charges to ur item
So even though killer queue is long already (because the survivor experience is so miserable currently)and killer is already significantly easier than it has ever been, you want further nerfs to survivor(killer buffs by default) to combat this.... interesting way of thinking.
Are you serious. Killer has been kicked while we are down for a while survivors get There hand held most of the patches. If you think a Survivor should be able to make killers games miserable with all there Perks that counters Bully Squading be Gutted to the point there unusable then they might as well name the Game Holding Hands Simulator at that point. There's been a problem with healing sense Orela Rose came to the fog btw. Sense it takes only 2secs to heal now Gens been Flying like popcorn because let Healing means more times on Gens which means Shorter matches. I've had a game where the Gens got Down in a minute on my first case that was only able 2mins. Yeah totally Killer Sided.
The reason the queue for killers is longer is because there are less survivors around. Bored of being camped, tunnelled and slugged every single game whilst BHVR sit back and let it happen. Rather than fix the problems of why people want to go next, they decided to lock survivors in, because NOTHING says fun like a mandatory game. Survivors are walking away from the game, if survivor is gutted any further you may as well just start queueing up for 4 bots, as there will be barely any humans playing survivor left.
To suggest the game has not been protecting killers for about 2-3 years now completely exposes your bias and also exposes that you aren't very good at playing killer.
I also attempted to read your post in full and I am sorry but you are obviously very triggered because your post isn't very coherent. If you want to edit it and try again after you have calmed down, I will also try and read it again.
As a survivor main, I feel like the Franklin’s change is not the right way to make it more picked. Franklin’s isn’t really the same without SOME kind of charge loss to items, otherwise, why run it…? Only dropping an item is not worth the value of an entire perk slot.
Any Means Necessary, you may want to change to 3.5s or even, like, 3.25s to ensure you can’t pick up a pallet and drop it again before a killer will no longer be stunned and can break the pallet.
I personally REALLY do NOT like the key or map changes AT ALL. The only reason to run a key is the Blood Amber and getting to choose when and for how long you see the killer is essential to utilizing it to max potential. Now, it’s predetermined. Sucks. Let me play the game. Please stop making changes that force me to play the game the way Behavior wants. If I want to stealth, let me. If I want to choose when and for how long I use my key, LET ME. PLEASE. STOP TAKING THE CHOICES AWAY FROM ME.
If you want keys used more, make them actually useful. Why am I bringing in an item to try to change it with a chest item…? You’re literally admitting the key is useless and is there to just replace. That’s not INCREASING USAGE OF THE ITEM. You made a useless item even more useless. It’s now there to change out with another item and that’s it… lmao cool. At least it had a little more flexibility and usefulness.
Same with the map. I use it to find generators and keep track of them, especially on indoor maps. I also like to use the map for my haste/speed builds. I use it to find totems throughout the map to boon for Dark Theory or watch for 3-gens. I especially use the Blood Sense map if I’m running Power of Two to stay close. You’re telling me I get to use it 6 times to reveal stuff for way longer than I need to instead of letting me read my map for less than 1s and use it any time I want/need is more useful…? No. Please do not put the key or map changes through. They’re terrible. I PROMISE if they’re released this way, they will either see a the same use or even less. Nothing changed in the PTB will encourage anybody to use them more.
You literally get to make a single party pallet each match and that’s it. You have to make an entire rummage build and/or bring coin offerings for more than a single party pallet. It’s going to be one of the worst perks in the game.
Thoughts on Key & Map Reworks
THE GOOD
Decreased rarity. I'll play around with these items more if I have a lot of them.
THE BAD
Map rework makes them less useful. I get the idea: an item that replaces Windows of Opportunity, so maybe people will diversify their perks more. (They won't).
But I want to use the map to . . . find stuff. Current maps help find gens, chests, exits. That function should remain. This could be done with add-ons that allow this ability.
THE UGLY
8 add-ons will be removed from the Bloodweb and you can't equipt them. This is total BS, and the players will have a hissy fit. Nobody wants to see THOUSANDS of useless items in their inventory that they spent millions of BP on.
Instead of disabling these add-ons, make them useful. Map add-ons to . . . find stuff.
CONCLUSION
Don't go live with these changes. Rethink how the add-ons work so you don't rip off and piss off your player base.
Thoughts on the Fog Vials
THE GOOD
Lots of fun for survivors. I liked the similar item from the events.
THE BAD
Recharging needs to be nerfed or removed. As is, survivors will be dropping these guys non-stop. A better idea is to make them one-use items, like firecrackers.
THE UGLY
A nightmare for killers. Fog Vials are bully squad ammunition. We're going to see SWF teams loaded up with vials and flashlights, hopping into lockers to craft firecrackers, and generally being intolerable pricks.
CONCLUSION
Don't go live with fog vials as they are. Think about how to limit their use.
No disrespect?
The current horrible state of Skull Merchant and laughably bad "previews" you did is proof that is completely untrue.
Thanks for bringing scenepartner in the shrine like I requested a few days ago
It's funny how the new Survivor Perks make you jump through loops to get subpar value meanwhile the newest Killer Perk giving value just for having LoS on Survivor.
@LockerLurk 3% may be the right amount. As someone who can't hack into BHVRs account to test it, I have no clue. I just assumed having the 10% in the 2v8 might be okay since there's half as many survivors in 1v4. It seems like a decent starting point and the only math I could do that has some logical support.
Just out of curiosity: Do you think if perks percent of effectiveness was based off the strength of a killer you faced instead of the perk level matches would be more fair? For example: Deja Vu was a 3% repair against low-tiers (Trapper) but a 6% repair against high-tier killers (Blight). Surge was 8% progression loss for high-tiers (Blight) but 12% for low-tiers (Trapper). That type of thing? I suppose you would have to sort all the killers into 3 categories based off how quickly they build up pressure/strength in a match, but I would assume the developers would have the best stats to backup that type of categorization anyway. I couldn't say if the idea is viable in anyway for DBD, it's more just an interesting thought experiment.
Not that the idea is bad per-say, but it just wouldn't work in a live-service game where a single update can nuke one Killer from orbit while making another jump several tiers in tier lists.
The amount of work and time for every Killer updates would exponentially increase (as Killer numbers and Killer perks go up) since every perk in the game would need to be tweaked every time a change that has any significance happens. It's just not possible with the sheer (and constantly growing) anount of content in the game.
There would literally need to be an entire extra category of feedback dedicated to perk variants.
items being retrivable later makes the perk lose its purpose, Franklins countered medkits since made them fall and deplete, now you can see items from narnia but you dont care about this, if the item was backwards, no aura reading but double the depletion belive me this perk would have been the opposite, busted, they took away the utility of the perk.
Well here's the thing. Ghostface Exposes Survs and has the best stealth, bar none, in the game on demand. If we give him 5% haste on top, he's Wraith that can Expose but better. Wraith gets 3% in cloak. I am all for making Ghostface a slightly better Wraith in the sense of giving him haste, since he's got more mechanics to worry about. I just don't think he should be faster than Wraith.
Wraith gets a lot more haste than that. According to the wiki he is 150% when cloaked, so I don‘t see a problem with giving ghost face a little haste in power.
It's been a while since I played Wraith, I thought he was only 117% in cloak not 150%. You sure that's not just in 2v8?
I guess if that's true though 5% more on Ghostface for a total of 120% speed Cloaked/105% speed cloaked and crouching would be fine.
One stuns the Killer for hitting through a window. One gives the whole team Endurance for stunning the Killer with a pallet. Both can combo. One of the perks lets you rebuild up to 12 pallets a round if everyone is running it in a team.
Perks that reset resources or are able to halt hits/prevent hits need to have a few hoops to jump through. Killer has them too, for example Grim Embrace and Pain Res BOTH require you to spread hooks to get full value of. Machine Learning, Dragon's Grip, and Help Wanted all require kicking a gen AND for the Survs to touch that gen.
Perks that offer some kinda strong or useful effect that COULD create game changing situations, need to have conditions. Nothing is free.
Why would you expect anything else? BHVR have been holding the hands of killers for years now whilst making survivor more and more miserable
If people are wasting time rebuilding 12 pallets, that gives you, the killer, more time than both invocations.
That wasn't my point, my point is that rebuilding resources at ALL is something with the potential to be strong against some Killers and does need conditions to limit it. Rebuilding resources is not a "subpar" effect, especially if it's rebuilding of something like a god pallet, which is why it needs to be limited and be a fragile resource that gets rebuilt.
As for "but it's OK because Survivors waste time doing it", everyone said that about the CoH meta too, "it takes time to do boon, what harm does it cause?" Everyone said 3% Haste on injure was fine too and wouldn't be a problem either, until it was. Everyone said another 5% on Pop would be okay and it wasn't according tot he Devs. Just because the effect of a perk is minimal at first blush or takes time to do doesn't mean it can't be used well or won't be problematic later on.
While you're not wrong, it is still worth pointing out that some of these have too many conditions for what they are. Apocalyptic Ingenuity the most, since its conditions are:
Some of these are fine, some of them should probably be reigned in, but either way there's a lot that has to go right to get what is an intentionally restrained version of rebuilding resources. I also wouldn't call it subpar necessarily, but it's also misleading to just refer to it as "rebuilding resources" when the resources are noticeably weaker than they were before being rebuilt.
Also it's not really the point but 3% Haste on injure was fine, it was combos that made MFT unbearable. The perk on its own was just pretty good.
I was with you until you said MFT was fine.
I mean, it was, I was there.
It was stuff like MFT/For The People, MFT/Hope, even MFT/Dark Theory that was really egregious. Even as Legion I rarely felt MFT was that detrimental to me. It was strong, sure, but only to the point of being competitive with other Exhaustion perks.
I was also there, and it definitely wasn't fine.
There can be up to 13 chests in a map, so you can create up to 6 of them.
But without a full squad each burning a coin offering, you get one, because there are only three by default. That's what they're saying here.
I think the easter egg chests on Midwich and Nostromo Wreckage don't count towards the total, so two on those maps, lol.
Oh snap, forgot about those two, good catch, ha!
The game is designed around the expectation of swfs, so we have to assume they'll use all tools available to them.
It isn't the rebuilding of a God pallet though is it? It's replacing a God pallet with a party pallet. Party pallets that even when given for free and take no time to build are rubbish.
Don't worry remote hooking and remote pallet breaking will be a perk shortly(probably built in to one petk to make sure you can still have 3 regression perks) and you can say how balanced and fair it is whilst moaning about every weak perk a survivor gets.
A strong pallet placement is still a strong pallet placement, it doesn't matter if the pallet is fragile or not. The fact you can put another one where a strong pallet was is inherently problematic because the placement is strong.
Thankfully, the pallets are fragile and break in one go, and there's a limited number of times Survivors can do this. The perk should not be touched in any way from PTB to live.
Not sure this is true.
Skeleton Key is 4s with Blood Amber, extended to 6s with Braided Bauble. I also wonder if it works with Eyes of Belmont...
The killer seeing your aura is also not necessarily a downside, there are perks that nullify the effect, and some that outright benefit from it such as: -
The key changes look fine to me overall, and Blood Amber certainly isn't dead.
No one runs object because Stealth killers get all the benefits none of the drawbacks
Off the record is the best
Distortion requires chases to get charges.
Bloodamber is way worse and I dont see any Swfs run a key and Amber or any key whatsoever so this does make it better.
New Blood Amber should only reveal the killer’s aura of the survivor’s aura is revealed to the killer, just like Object Of Obsession.
This add-on is clearly supposed to have a downside, and survivors shouldn’t be allowed to bypass this downside.