9.1.0 | The Walking Dead

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Important

  • As a result of engine updates, the download file size for this update will be larger than normal.

Known Issues

  • We are aware of an issue causing The Walking Dead theme to continue playing despite turning off the Copyrighted Music Setting. This is being investigated.
  • To prevent potential connectivity issues when in cross-play with other platforms, it is recommended that Nintendo users download the latest Nintendo Switch firmware version available.
  • Killers and Survivors may be slowed down when going up the right-hand side of any staircase.
  • Michonne Grimes' hair may glow bright white or yellow when close to a light source.
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Content

NEW SURVIVOR: RICK GRIMES

New Perk: Apocalyptic Ingenuity

  • After unlocking or rummaging through 2/2/2 chests, press the Ability Button 1 for 4/4/4 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 or make grunts of pain 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 120/105/90 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. You no longer see the auras of Rites of Judgement trails.
  • 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%).
  • 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 14% (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%.
  • 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%).
  • 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).

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 5% (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%).
  • 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, decreasing visibility, suppressing scratch marks, auras, and Survivor sounds within its radius. Recharges over time.
  • Each Fog Vial shares the following parameters:
    • Has 1 charge.
    • Has 40% opacity.
    • Has an 8-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):
    • Increases 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 by 10%.
    • Decreases the fog cloud's maximum size by 25%.
    • Decreases the fog cloud's maximum lifetime by 50%.

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.
  • 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)
  • These add-ons can no longer be equipped to their corresponding items, but will remain visible in each Survivor's respective inventories.
  • Bloodpoint compensation will be awarded as a result of retired add-ons.

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 14/12/10 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.

THE ARCHIVES

  • In conjunction with the updates to the Map item, existing Map challenges in the Archives have been replaced with alternate objectives:  
    • Tome 2 Level 2's "Explorer" challenge is now "Appeal to Heal".
    • Tome 14 Level 1's "Cartophile" master challenge is now "Jump-Start".
    • Tome 16 Level 4's "One Step Ahead" is now "Appeal to Heal".

REALM EXPANSION - FALLEN REFUGE

  • A new Map within the Withered Isle Realm that introduces a special The Walking Dead themed tile.
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Features

CUSTOM GAMES AND SPECTATOR MODE

  • Hotkeys to spectate different players are now shown in the HUD. They can be toggled off in the settings.
  • A marker has been added to the HUD to show which player is being spectated.
  • When spectating mid-Trial, the HUD will show all players including those that have already finish playing.
  • The spectate button was relocated on the tally screen for easier access.

HOOKS

  • When only two Survivors remain, letting two struggle skill checks pass without any input will immediately skip to the sacrifice sequence.
  • When all remaining Survivors are hooked simultaneously, they will all skip to the sacrifice sequence.

KEYBOARD & MOUSE SUPPORT FOR CONSOLES

  • Keyboard & Mouse support has been added for Xbox One, Xbox Series X|S, PlayStation 4, and PlayStation 5.
    • Please note that the keyboard numpad is not supported on any Xbox console at this time.

PRESETS

  • Players have access to a new preset system.
    • The number of available Loadout and Cosmetic presets has been increased to 7.
    • Presets can now be selected using a dropdown.
    • Presets can now be renamed.

QUESTS

  • A new set of quests called "Into the Fog" has been added.
    • These quests are aimed towards new players.
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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.
  • Fixed an issue where background ambiance audio would disappear for Survivors when The Animatronic teleported using Security Doors.
  • Fixed an issue with The Good Guy's grunts when picking up a Survivor from a locker.
  • Fixed an issue where The Good Guy's attack SFX would play after vaulting using Slice and Dice.
  • Fixed an issue where Dwight's "Dare Hansel" outfit was missing its theme music in the lobby.
  • Fixed an issue where The Artist's Boulet Artist outfit was missing global SFX when using her powers.

Bots

  • 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.
  • Fixed an issue where Survivor bots were unable to properly self-heal with a Med-Kit.
  • Fixed an issue where Survivor bots attempted to heal others while in Madness tier 3.

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 Knight's Guards would become stuck when damaging generators that were being blocked.
  • 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 Singularity's Charge Biopod SFX would play when quickly attacking after releasing the Charge Biopod button.
  • 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.
  • Fixed an issue where a Survivor would not receive a Protection Hit when hit by The Ghoul's Grab-Attack.
  • Fixed an issue where The Lich's Vorpal Sword add-on would display the wrong time for the Mage Hand to break downed pallets.
  • Fixed an issue where the camera for The Lich Mori would be incorrectly positioned.
  • Fixed an issue where Survivors could become stuck when vaulting towards a Phantasm Trap if The Hag had the Scarred Hand add-on equipped.
  • Fixed an issue where arrow indicators remained on The Onryo's TVs indefinitely after looking at a TV while Projection was ready.
  • Fixed an issue where The Animatronic turned invisible when a Survivor activated the Head On perk at the same time that the Killer interacted with a Security Door.
  • Fixed an issue where some Killer animations would get stuck after hooking a Survivor.

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.
  • Fixed issues in multiple maps where players could see out of bounds during Mori animations.
  • Fixed an issue where projectiles could travel under snowplows.
  • Fixed a loading distance issue on the soda machine in the Freddy Fazbear's Pizza map.
  • Fixed a loading distance issue on the shack wall near the exit door in the Greenville Square map.
  • Fixed an issue in the Gas Heaven map where black textures would appear at the top of the stairs leading to the Killer basement in the main building.
  • Fixed an issue in the Raccoon City Police Station East Wing map where The Deathslinger could not harpoon survivors on the other side of a vent.
  • Fixed an issue in The Pale Rose map where a missing texture could be seen on the boat during Mori animations.
  • Fixed an issue in the Treatment Theatre map where a wall in the Killer's basement would have a missing texture.
  • Fixed an issue in the Greenville Square map where The Singularity could place a biopod under the ground.
  • Fixed an issue in The Underground Complex map where The Nurse could blink out of the map.
  • Fixed an issue in the Shelter Woods map where players could collide against an invisible object.
  • Fixed an issue in the Raccoon City Realm where The Singularity could not place biopods on structures.
  • Fixed an issue in the Raccoon City Police Station East Wing map where the Killer could not place Survivors on a specific hook.
  • Fixed an issue in the Garden of Joy map where generators would spawn mainly on one side of the map.
  • Fixed an issue in the Temple of Purgation map where The Animatronic's Security Door could obstruct player movement.
  • Fixed an issue in the Mount Ormond Resort map where a Survivor would clip through the top of a locker when leaving it.
  • Fixed an issue in the Gas Heaven map where The Animatronic's Security Door could obstruct player movement.
  • Fixed an issue in the Greenville Square map where various rooms were too dark.
  • Fixed an issue in the Treatment Theatre map where various lights could be seen floating out of bounds.
  • Fixed an issue where a vault appeared to be accessible on the School Bus on Wrecker's Yard.

Perks

  • Fixed an issue where using a Killer power to vault would trigger Unbound.
  • Fixed an issue where the Killer's obsession would change when Dramaturgy spawned a Key with a Unique Wedding Ring add-on.
  • Fixed a display issue where players could visually remain at 2 hooks when rescued with Shoulder the Burden.
  • Fixed an issue where using Shoulder the Burden would not trigger We’ll Make It.
  • Fixed an issue where a generator's explosion was counted twice when Surge and Eruption were equipped.

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.
  • Fixed an issue where notification icons would not appear for quests when opening the Quest menu.
  • Fixed an issue where completed quests were not sorted correctly.
  • Fixed an issue where the sale tag was misaligned after hovering over it.
  • Fixed an issue where part of the loading screen was visible when starting a Trial.

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.
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Changes from PTB

NEW SURVIVOR: RICK GRIMES

New Perk: Apocalyptic Ingenuity

  • Decreased time required to rebuild pallet to 4 seconds (was 8 seconds).

New Perk: Come and Get Me!

  • Added "or make grunts of pain" to the perk description.

NEW SURVIVOR: MICHONNE GRIMES

New Perk: Last Stand

  • Increased the time needed to hide in the Killer's Terror Radius to activate this perk to 120/105/90 seconds (was 80/70/60 seconds).

KILLER UPDATES

The Executioner

  • The auras of Rites of Judgement trails can no longer be read when the Scarlet Egg add-on is used.

The Clown

  • Increased the Hindered effect of Afterpiece Tonic gas to 14% (was 12%).
  • Reverted the changes to the Afterpiece Antidote gas spread.
  • Reverted the changes to the Solvent Jug, Sticky Soda Bottle, Cheap Gin Bottle, and Garish Makeup Kit add-ons.

The Pig

  • Increased the speed bonus for the Last Will add-on to 5% (was 3%).

The Knight

  • Reverted the changes to standard spawn times for The Knight's Guards.

NEW SURVIVOR ITEM: FOG VIAL

  • Removed the muffled audio effect when inside a fog cloud.
  • Survivors inside a fog cloud make no sound.
  • Fog clouds no longer stack when released close to one another.
  • Updated Fog Vial item description to better reflect the expected behaviour.
  • Increased the fog cloud's opacity to 40% (was 33%).
  • Decreased the fog cloud's maximum size to 8 meters (was 10 meters).

FOG VIAL ADD-ONS

  • Potent Extract (Visceral):
    • Removed the muffled audio effect.
    • Decreased the opacity modifier to 10% (was 20%).
    • Decreases the fog cloud's maximum size by 25%. (NEW).
    • Decreases the fog cloud's maximum lifetime by 50%. (NEW).

SURVIVOR PERKS

  • Built to Last:
    • Increased the time spent in a locker to 14/12/10 seconds (was 12/10/8).

Comments

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972243#Comment_3972243

    ? I've been using yellow bottles extensively ever since they were implemented. Yellows were in the perfect spot during Clown's previous iteration, they were very efficient support tools giving him some map/carry mobility and increasing the lethality of the purples (his main offensive tool) in many loops. And if you wanted to sway the power balance more towards yellow then you could thanks to addons (the majority of Clowns I went against for the past year were running the now-demise Cigar Box so yellows weren't even underused too).

    Calling them "support tools" is quite the way of saying that they were weaker lol

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972259#Comment_3972259

    Why would you need to purposely manipulate the matchmaking against flashlights as Wraith or maps as Trapper?

    Because someone with a map could see every trap on the map and either disarm all of Trapper's traps, or just relay that information back to their team. It's like playing with one arm behind your back, while you're already playing the weakest character in the game.

    And flashlights burned Wraith out of his power, stunning him for like 5 seconds and basically making him feel awful to play.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972286#Comment_3972286

    It's literally all the killers that feel miserable now.

    Giving survivors an large AoE that blocks survivor audio, and scratchmarks, and auras, is enough to be an entire item by itself, even if it didn't have a fog effect at all.

    If a killer gets flashlight blinded while they are breaking a pallet, then the killer has zero clue where the survivor went, because they can't hear the survivor, and the survivor doesn't leave scratchmarks.

    Why is it so important that killer stuff has counterplay for survivors…. but the fog vials are allowed to block visual, AND audio, AND auras, AND scratchmarks?

    1. if the iri addon is going to raise opacity as much as it does, it should reduce the range to 4 meters, so that it's 6 meters with the +range addon, which is the same range as the fog crystals were.
    2. Fog vials just shouldn't reduce audio at all. It feels absolutely awful that so many people showed concern about the audio removal, and BHVR removed the muffled sound effect, and decided that fixed the complaints about the audio removal.

    I appreciate you laying all of this out so clearly and detailing specifically where your frustration with this is coming from. That sort of information is SUPER helpful on my side since it helps me better target feedback, so thank you! I can confirm that feedback about Survivors being silent within fog has been passed along to the team.

  • @ThatRyanB said:

    Hey folks. I really appreciate all of your feedback on the Fog Vial in here. We're actively collecting this feedback in order to bring it back to the team, so please know, it's being read.

    As you get chances to encounter this item in the wild, please don't hesitate to share your in-game experiences here. Specifics about what feels good and what doesn't (like the note about The Spirit above!) are super helpful.

    Ryan, Honestly,

    Whomever calls the shots on gameplay mechanics ought to have known better than to ever add something like unlimited use fog vials to the base game. You guys have really been pumping up the annoyance factor on playing the killer role, and you can't do that ad infinitum. If you keep making the killer role suckier and suckier to play, you guys are going to hit a wall where folks start hanging up playing the killer role en masse. Please, kindly, stop.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972259#Comment_3972259

    Why would you need to purposely manipulate the matchmaking against flashlights as Wraith or maps as Trapper?

    i assume because maps used to give aura reading on trapper traps and flashlights used to lightburn wraith

    imo lightburn was good because both sides were perfectly capable of playing around it, so I think it's a bit ridiculous to claim wraith players needed to dodge lobbies with flashlights.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972304#Comment_3972304

    I've made a specific point of passing along your concerns about how The Spirit's power interacts with Fog Vials 👍️

    Thanks, I honestly appreciate it.

    Good luck dealing with the tidal wave that comes with every new patch.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972286#Comment_3972286

    Ryan, Honestly,

    Whomever calls the shots on gameplay mechanics ought to have known better than to ever add something like unlimited use fog vials to the base game. You guys have really been pumping up the annoyance factor on playing the killer role, and you can't do that ad infinitum. If you keep making the killer role suckier and suckier to play, you guys are going to hit a wall where folks start hanging up playing the killer role en masse. Please, kindly, stop.

    I don't know that them being unlimited use is the problem, that's just a neat twist that gives them an edge over other items when you're deciding what to use.

    If there's an issue with fog vials it'll be in what they do, not necessarily how often you can use them. An obnoxious and/or overpowered effect is still a problem even if you can only use it once- whatever problems exist I'd rather they be balanced around the infinite use, that'd be much more interesting and engaging for everyone.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972365#Comment_3972365

    I don't know that them being unlimited use is the problem, that's just a neat twist that gives them an edge over other items when you're deciding what to use.

    If there's an issue with fog vials it'll be in what they do, not necessarily how often you can use them. An obnoxious and/or overpowered effect is still a problem even if you can only use it once- whatever problems exist I'd rather they be balanced around the infinite use, that'd be much more interesting and engaging for everyone.

    Honestly, I'd prefer if items were infinite use, then balanced around that. Like toolboxes would slowly recharge over time, but be less powerful. Same with medkits. Smaller, more consistent benefits.

  • I was hoping the Baermar glitch would be fixed. 😭 Oh well. It took a million years for Ash's puppet to get fixed so I can wait.

  • People making it sound like Spirit is handicapped. Just search the Fog area and it's obvious Survivors will hide in it. If it works the first time it will continue to work on you.

  • May as well just delete Fog Vials because no one will be satisfied with them unless they provide 0 benefit to Survivor.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972385#Comment_3972385

    Honestly, I'd prefer if items were infinite use, then balanced around that. Like toolboxes would slowly recharge over time, but be less powerful. Same with medkits. Smaller, more consistent benefits.

    I’m ok with fog vials being unlimited use.

    But medkits are intentionally designed so people can only get 1 self heal from them, unless they use an iri addon. Allowing medkit charges to recharge, would completely remove that restriction.

  • im so happy that conviction is here.

    I've been testing forced hesitation+infectious+phantom fear on Ghoul and was kinda feeling scummy about it but now I can do some research in the name of science.

    I can't wait to use Conviction myself

  • @Lixadonna said:

    People making it sound like Spirit is handicapped. Just search the Fog area and it's obvious Survivors will hide in it. If it works the first time it will continue to work on you.

    And if they don't stay in the fog area? While you're stumbling around blind in the fog, they get massive distance. It's basically an "I win this chase" button that you get to press every 60 seconds.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972322#Comment_3972322

    Because someone with a map could see every trap on the map and either disarm all of Trapper's traps, or just relay that information back to their team. It's like playing with one arm behind your back, while you're already playing the weakest character in the game.

    And flashlights burned Wraith out of his power, stunning him for like 5 seconds and basically making him feel awful to play.

    And?

    I don't see any reason to manipulate matchmaking and make the experience worse for someone else.

    I hate to say it, but items and addons have ALWAYS affected certain Killers more than others. That's just how it is.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972355#Comment_3972355

    And?

    I don't see any reason to manipulate matchmaking and make the experience worse for someone else.

    I hate to say it, but items and addons have ALWAYS affected certain Killers more than others. That's just how it is.

    "You should have a guaranteed horrible match due to no fault of your own, or else someone else might have a bad match!"

    F that. If Behavior wants to make it so certain items hard counter certain killers, I'll just… not play against those items when I'm playing those killers. Right now, the only interaction that remains is Fog Vials and Spirit. They've intentionally removed every other item/power hard counter.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972428#Comment_3972428

    "You should have a guaranteed horrible match due to no fault of your own, or else someone else might have a bad match!"

    F that. If Behavior wants to make it so certain items hard counter certain killers, I'll just… not play against those items when I'm playing those killers. Right now, the only interaction that remains is Fog Vials and Spirit. They've intentionally removed every other item/power hard counter.

    So you'd rather dodge the lobby and force someone else to be backfilled into it, all while looking for an easier match?

    No better than the people who dodged Prestiges, imo.

    I assume then, in order to remain consistent in your stances, that you dislike Killers who invalidate items and entire builds with their powers as well?

  • Literally just remove Franklin's at this point, it serves no purpose

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972434#Comment_3972434

    So you'd rather dodge the lobby and force someone else to be backfilled into it, all while looking for an easier match?

    No better than the people who dodged Prestiges, imo.

    I assume then, in order to remain consistent in your stances, that you dislike Killers who invalidate items and entire builds with their powers as well?

    I'm not looking for an "easier" match. I'm looking for a match that I actually get to use the killer power that I chose to play with.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972408#Comment_3972408

    And if they don't stay in the fog area? While you're stumbling around blind in the fog, they get massive distance. It's basically an "I win this chase" button that you get to press every 60 seconds.

    Mind games. People love them.

  • Which is fine… except when it negates a killer's entire power and turns her into a 4.4 M1 killer.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972436#Comment_3972436

    I'm not looking for an "easier" match. I'm looking for a match that I actually get to use the killer power that I chose to play with.

    You can. You are just going to be at a disadvantage.

    Much like how, if you were playing Survivor, if you brought a healing build against a Plague. Or a stealth build against a Mirror Myers. Or a gen build if you get tunneled. It isn't uncommon to be denied your intended playstyle and if that's the bare minimum for lobby dodging, we should get rid of the lobby entirely.

    Fact of the matter is that there is no removal of power like how toolboxes used to be able to permanently break Trapper traps.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972441#Comment_3972441

    You can. You are just going to be at a disadvantage.

    Much like how, if you were playing Survivor, if you brought a healing build against a Plague. Or a stealth build against a Mirror Myers. Or a gen build if you get tunneled. It isn't uncommon to be denied your intended playstyle and if that's the bare minimum for lobby dodging, we should get rid of the lobby entirely.

    Fact of the matter is that there is no removal of power like how toolboxes used to be able to permanently break Trapper traps.

    And you can choose to play at a massive disadvantage if you want to. I choose to not do so. Because I play to have fun. And having a survivor with a map running behind you dismantling all your traps? Not fun. Having someone drop a Fog Vial every time you try to phase? Not fun. Fog Vials in general are absolutely obnoxious, even when it doesn't hard counter your power and leave you as an M1 110 killer.

    You take this game waaaaay too seriously. It's a video game. I'm not going to intentionally put myself at a massive disadvantage for funsies.

  • @UnicornMedal said:

    I was hoping the Baermar glitch would be fixed. 😭 Oh well. It took a million years for Ash's puppet to get fixed so I can wait.

    To confirm, is this in relation to their Twisted Masquerade outfit having the wrong name and voice lines? If so, I can confirm that a fix for this is on the team's radar.

  • No fix for Twins where if you're playing above 60 fps and pouncing with Victor he has a chance to just not have a hitbox and so ends up right behind the survivor he was pouncing at for a free kick?

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972450#Comment_3972450

    And you can choose to play at a massive disadvantage if you want to. I choose to not do so. Because I play to have fun. And having a survivor with a map running behind you dismantling all your traps? Not fun. Having someone drop a Fog Vial every time you try to phase? Not fun. Fog Vials in general are absolutely obnoxious, even when it doesn't hard counter your power and leave you as an M1 110 killer.

    You take this game waaaaay too seriously. It's a video game. I'm not going to intentionally put myself at a massive disadvantage for funsies.

    So what you'd DC whenever you arent having fun?

    Wild how you say I take the game too seriously when you are doomposting about an item that lasts 8 seconds and JUST got added less than twelve hours ago.

    Sounds like only one of us is taking it seriously.

  • Except that it's just one-sided mind games, because the fog doesn't block the killer's red stain, and it doesn't block the killer's audio…. so the survivors can still track the killer way easier than the killer can track the survivors.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972168#Comment_3972168

    Franklin too... It was my favorite perk, and it's now completely useless :(

    They have no idea. Like really. I know people say this a lot but... Franklins was not just to knock an item down for fun it's too break the item because they are so overturned they break the balance of the game. Now we get to see an aura of the item woohoo. Might be worse than shattered hope.... You know that perk. That should have been base kit... This is why players are quitting. Killers are so done with this game.

  • Is it intended that the fog viles are more effective on some maps than others?

    On Eirie of crows for example the fog is way more dense than other maps with fog viles. Same goes for the fog offerings which are way stronger there and do almost nothing on other maps.

  • I haven’t seen someone mention it yet, maybe I missed it, but are the voice lines for Daryl and Rick messed up? Most of their voice lines and noises sound like their respective actors, but their injured noises and hook screams sound like what I imagine were their placeholders in the PTB. I’m assuming they’re placeholders screams and injured noises because their voice lines were disabled in the PTB, but they still need to make some kind of noise, hence the place holders.

    Am I correct on this? Will this be fixed in a future patch? Or are these their official injured noises/screams?


    is

  • @Langweilig said:

    Is it intended that the fog viles are more effective on some maps than others?

    On Eirie of crows for example the fog is way more dense than other maps with fog viles. Same goes for the fog offerings which are way stronger there and do almost nothing on other maps.

    I think the fog vial opacity is stacking with the map basekit opacity.

  • @Langweilig said:

    Is it intended that the fog viles are more effective on some maps than others?

    On Eirie of crows for example the fog is way more dense than other maps with fog viles. Same goes for the fog offerings which are way stronger there and do almost nothing on other maps.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972517#Comment_3972517

    I think the fog vial opacity is stacking with the map basekit opacity.

    Keep in mind there's also lot of random lighting bugs going on now too

    Apparently on the survivor side, the game gets 'darker' every time you are unhooked.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972278#Comment_3972278

    Yes, this can occur while Survivors are on first hook if everyone ends up being hooked simultaneously. Players are able to use any available methods to unhook themselves (i.e. luck offerings and certain perks) before the final Survivor is hooked, though.

    So there is just no chance at all, then, once everyone's on Hook. I've had games where I've managed to pop off and get Hatch. Or someone Kobes and the entire game turns around because it snowballs into unhooks and resets. Did it happen often? No, it didn't… but it was something that could happen, and those are some of the most (positive) memorable Survivor games I've ever played. The sliver-thin chance "miracle" comebacks or escapes, the games with the, "Wow, I can't believe that actually happened" factor. It feels like every mechanic that allows for those really awesome, memorable, crazy moments to even be allowed to occur, no matter how slim the possibility, is systematically being stripped away.

    Addendum: The new "Deliverance Curse", no longer that you'll be the first hooked every time you equip the perk, but that when all remaining Survivors wind up on a Hook, it'll be your first Hook, but you'll be the last person in line and get insta-sacrificed, anyway.

  • can’t believe that, even after these buffs insidious and hangman’s trick are still trash.

  • @TheGoon224 said:

    can’t believe that, even after these buffs insidious and hangman’s trick are still trash.

    Yep. Nobody would have thought that. I tried to suggest something in the ptb, but it got ignored.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972517#Comment_3972517

    I think the fog vial opacity is stacking with the map basekit opacity.

    It kinda sucks that they are awesome on some maps and ######### on others. It also makes balancing them difficult.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972393#Comment_3972393

    To confirm, is this in relation to their Twisted Masquerade outfit having the wrong name and voice lines? If so, I can confirm that a fix for this is on the team's radar.

    That's the one. Thank you 😎

  • Scarlet Egg (Rework): Now causes Survivors inflicted by Torment to spawn Rites of Judgement trails when they sprint. These trails last 5 seconds. You no longer see the auras of Rites of Judgement trails.

    THIS IS AN ABSOLUTELY CHEEP AND UTTER BROKEN ADDON AND NEEDS TO BE REREMOVED! no other killer has anything ######### like this. it creates an instant win for this killer. 100%. i do not know what the hell this is even in there for? but i am telling you now i hav NEVER dced because of a kioller i will if i see this ######### add on being brought. is bs. its assholery! and if it stays? it needs a way you can remove it LIKE WITH EVERY OTHER KILLER that is not a ######### stupid uncaging because the killer isnt going to want to cage anyone free ######### 4k mori right here.

    IF surviors do not get basekit unbreakable and ds? ( which i dont think they should)

    WHY are we adding more broken ######### to surviors. killers instead of FIXING THE TUNNELING AND SLUGGING ISSUES ALREADY HERE! THE DC SITUATION ALREADTY HERE. ( i think people should be able to leave the gME IF THEY are not having fun ill discus this in another post)

    But this addon will create even MORE dc issues du to its brokenness and bullshit I DO NOT want to be being killed because i HAVE TO WALK THE WHOLE MAP OR RISK MY TEAM MATES OR EVEN MY ######### SELF and still die becaues he caught me! this is absoulte bs

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972521#Comment_3972521

    It kinda sucks that they are awesome on some maps and ######### on others. It also makes balancing them difficult.

    I think the fog vials just need to set the opacity to a certain number, instead of decreasing the opacity by a certain number.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972521#Comment_3972521

    It kinda sucks that they are awesome on some maps and ######### on others. It also makes balancing them difficult.

    really? I’ve been playing killer and I haven’t really had a problem with them.

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972552#Comment_3972552

    really? I’ve been playing killer and I haven’t really had a problem with them.

    I didn‘t complain about them being too good, just that they are inconsistent. On some maps they are really good when playing survivor and on others the killer can see survivors very easily.

  • @Thesctsystemttv said:

    Scarlet Egg (Rework): Now causes Survivors inflicted by Torment to spawn Rites of Judgement trails when they sprint. These trails last 5 seconds. You no longer see the auras of Rites of Judgement trails.

    THIS IS AN ABSOLUTELY CHEEP AND UTTER BROKEN ADDON AND NEEDS TO BE REREMOVED! no other killer has anything ######### like this. it creates an instant win for this killer. 100%. i do not know what the hell this is even in there for? but i am telling you now i hav NEVER dced because of a kioller i will if i see this ######### add on being brought. is bs. its assholery! and if it stays? it needs a way you can remove it LIKE WITH EVERY OTHER KILLER that is not a ######### stupid uncaging because the killer isnt going to want to cage anyone free ######### 4k mori right here.

    IF surviors do not get basekit unbreakable and ds? ( which i dont think they should)

    WHY are we adding more broken ######### to surviors. killers instead of FIXING THE TUNNELING AND SLUGGING ISSUES ALREADY HERE! THE DC SITUATION ALREADTY HERE. ( i think people should be able to leave the gME IF THEY are not having fun ill discus this in another post)

    But this addon will create even MORE dc issues du to its brokenness and bullshit I DO NOT want to be being killed because i HAVE TO WALK THE WHOLE MAP OR RISK MY TEAM MATES OR EVEN MY ######### SELF and still die becaues he caught me! this is absoulte bs

    am I missing something about this addon? it looks cute

  • @ThatRyanB said:

    Hey folks. I really appreciate all of your feedback on the Fog Vial in here. We're actively collecting this feedback in order to bring it back to the team, so please know, it's being read.

    As you get chances to encounter this item in the wild, please don't hesitate to share your in-game experiences here. Specifics about what feels good and what doesn't (like the note about The Spirit above!) are super helpful.

    I literally cannot see at all for the majority of each game I play now. I already have rough eye sight even with glasses so spotting brief movements that others might catch easily is a struggle, but now I have neither close sight to rely on OR sounds. I might as well play with a blindfold on and my volume at 0

  • @Brimp said:

    No fix for Twins where if you're playing above 60 fps and pouncing with Victor he has a chance to just not have a hitbox and so ends up right behind the survivor he was pouncing at for a free kick?

    At this point i think they would rather just waste time messing up other killers than try to fix any broken ones

  • its either rage bait, them misreading the addon very badly, or just a skill issue

  • Pyramidhead now just SPAMS his m2…. how did this even go live???

  • You got the likeness rights for the Walking Dead characters, but you still botch the look of them? You could have made the characters look more like them. Ex. Daryl in Death Stranding looks way more accurate than whatever you did in DBD……..

  • @ThatRyanB said:

    Hey folks. I really appreciate all of your feedback on the Fog Vial in here. We're actively collecting this feedback in order to bring it back to the team, so please know, it's being read.

    As you get chances to encounter this item in the wild, please don't hesitate to share your in-game experiences here. Specifics about what feels good and what doesn't (like the note about The Spirit above!) are super helpful.

    I played a bunch of matches today (qtimes was really quick on killer) and I also encountered a few fog vilas and I have to say: I don't like them for a few balance reasons:

    1. Having no scratch marks, aura reading, or survivor audio feel awful because you have nothing to track survivors. It is okay when the fog vial removes scratch marks/makes them difficult to track. Seeing no aura is a double edge sword for me: On the one side, I can understand why you do this but on the other hand, so many perks and add-ons get countered by one item that is so easy to use. So, it is rather a question of how much can be countered by one item. However, having no audio is the biggest issue for me because at the very least, killers need this to keep track on survivors. It also gives Spirit and Dracula a massive and unfair nerf because they need the audio information to chase survivors. It reminds me of the old Lightburn effect for some killers: Some killers had an bigger disadvantage against flashlights and flashbangs than other ones. You removed this feature to make it more fairer for every killer. Now, we are back to the issue of some killers have an additional disadvantage against one specific item. On top of it, this game is already messy with survivor sounds and you should not mess even more with it by adding such an item.
    2. You told me in the PTB section that it is an intended feature that survivors can reveal Ghost Face and Unknown in the fog even though they cannot see them. However, it is the same like I said before: Some killers have an extra disadvantage against some items for no reason. Unknown cannot see the survivors and therefore hit them with his second UVX but survivors can get rid of the status effect? This feels not very balanced.
    3. Next, depending on the map (RPD, Lerys) or some tiles (unfamiliar or unique ones like the ones on tobalanding or nostromo), this item feels so awful to face because survivors can easily use it and due to no tracking option, you lose them completely on these maps/in these areas.
    4. 12 seconds is a very long time and makes it even more difficult to keep track on survivors. For how free this item is, 12 seconds makes them even stronger.
    5. Lastly, the item is so free to use: Unlike other items, it has not a limited amount of charges or need a specific requirement to get it back - you use it and then it is on a short cooldown. It is not balanced that the item does so much but you have nothing to do for it.

    Overall, this item feels awful to face and depending on the map or the killer you play, you suffer even more against this item which is not good. In my opinion, the survivor audio should still play inside of the fog and the cooldown should be either higher or you should add a specific requirement to it (e.g. staying in locker for a while, genprogress, opening chests).

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972463#Comment_3972463

    So what you'd DC whenever you arent having fun?

    Wild how you say I take the game too seriously when you are doomposting about an item that lasts 8 seconds and JUST got added less than twelve hours ago.

    Sounds like only one of us is taking it seriously.

    100% agreed, we can't dodge Spirit player so why they can if they see we brought Fog Vials? Sounds completely unfair! Then hide our items/steam profiles too so killers can't see, fair trade😡

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