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

  • @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.

    No, once the match loads in, I'm committed. But I don't see anything wrong with dodging a lobby that has an item that makes my killer power basically worthless.

  • @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.

    Revert Blood Amber please, they are really useless, examples:

    1. Let's say I'm playing against stealth killers during a chase, I activate the addon and the killers simply turn on their stealth mode (GF, SM, Wraith, Chucky and others) and catch me seeing my aura while I can't see their auras, that is, I give them a aura perk for free
    2. There are killers who can effectively use m2 attack through walls, Nursa, Pyramid, Cenobit, Freddy, even Clown, they only benefit from this addon!
    3. 6 charges are not enough for blood amber, because before it lasted longer, more than 20 seconds you could use it, and now less than 20s
    4. With all the nuances above, amber is simply should not be an iri addon
  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972490#Comment_3972490

    No, once the match loads in, I'm committed. But I don't see anything wrong with dodging a lobby that has an item that makes my killer power basically worthless.

    You understand that lobby dodging screws up matchmaking, right?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972837#Comment_3972837

    You understand that lobby dodging screws up matchmaking, right?

    That's Behavior's fault. They've had this horrible "backfill grabs the first available person in queue regardless of MMR" system for years now, and it's always sucked.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972317#Comment_3972317

    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.

    Thank you. And even though this sounds harsh, the thing that killed a lot of other asymmetrical games, is when the killer side felt useless because the survivors were allowed to "fight back" too much.

    And that is what the fog vials feel like to me. I feel absolutely useless, because there is zero counterplay. I really want to know what the killer is intended to do as counterplay, because it literally feels like "just guess and guess and guess, in an 8-10 yard radius". And if multiple survivors have this item, it might be a giant guessing game, 4 times in the same chase.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972882#Comment_3972882

    That's Behavior's fault. They've had this horrible "backfill grabs the first available person in queue regardless of MMR" system for years now, and it's always sucked.

    That could be used as an excuse for pretty much everything.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972887#Comment_3972887

    That could be used as an excuse for pretty much everything.

    I'm of the opinion that if it's in the game, it's fair game. Making up a bunch of rules as a community never works, because nobody follows them and everybody has a different idea of what those rules should be. If BHVR had a problem with me leaving lobbies, they wouldn't let me do it. If BHVR didn't want me to tunnel, they wouldn't let me do it.

    That's why I don't complain when survivors use the tools that they're given, I ask that BHVR make those tools less effective if I don't feel like they're fair.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972358#Comment_3972358

    Thank you. And even though this sounds harsh, the thing that killed a lot of other asymmetrical games, is when the killer side felt useless because the survivors were allowed to "fight back" too much.

    And that is what the fog vials feel like to me. I feel absolutely useless, because there is zero counterplay. I really want to know what the killer is intended to do as counterplay, because it literally feels like "just guess and guess and guess, in an 8-10 yard radius". And if multiple survivors have this item, it might be a giant guessing game, 4 times in the same chase.

    It really does feel like a no-win situation with no counterplay for killers. Losing a chase due to a Fog Vial wastes soooo much time. One vial can easily change the outcome of a match.

  • The input binding on Pig is chefs kiss

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972900#Comment_3972900

    I'm of the opinion that if it's in the game, it's fair game. Making up a bunch of rules as a community never works, because nobody follows them and everybody has a different idea of what those rules should be. If BHVR had a problem with me leaving lobbies, they wouldn't let me do it. If BHVR didn't want me to tunnel, they wouldn't let me do it.

    That's why I don't complain when survivors use the tools that they're given, I ask that BHVR make those tools less effective if I don't feel like they're fair.

    By that logic, using the chat to be toxic is fine since BHVR allows you to do it.

    Not sure I agree with it.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972905#Comment_3972905

    By that logic, using the chat to be toxic is fine since BHVR allows you to do it.

    Not sure I agree with it.

    Considering how sensitive the censors are, it hasn't really been much of a problem. Oh no, someone said "ez" in the EGC. Be still my beating heart.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972942#Comment_3972942

    Considering how sensitive the censors are, it hasn't really been much of a problem. Oh no, someone said "ez" in the EGC. Be still my beating heart.

    Leaving toxic comments on profiles is fine because BHVR allows you to click on them.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972959#Comment_3972959

    Leaving toxic comments on profiles is fine because BHVR allows you to click on them.

    You can just… ya know. Turn off comments. Or go anonymous.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972974#Comment_3972974

    You can just… ya know. Turn off comments. Or go anonymous.

    Don't have that option on Console.

    Also gets you hit off on occasion. Depends who you piss off.

  • All I see is a bunch of killer mains whining that their power trip fantasy just got a little more difficult to pull off and survivor mains actually get something fun to interact with during chases that isn't rng environment/map dependent like pallets.

    Like get over yourselves….

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972980#Comment_3972980

    Don't have that option on Console.

    Also gets you hit off on occasion. Depends who you piss off.

    Console doesn't have EGC. It doesn't have profiles to leave comments on. And you can turn off messages from randos. If you want to avoid toxicity, you can absolutely avoid it.

  • @SimonVirusIII said:

    All I see is a bunch of killer mains whining that their power trip fantasy just got a little more difficult to pull off and survivor mains actually get something fun to interact with during chases that isn't rng environment/map dependent like pallets.

    Like get over yourselves….

    All I see are a bunch of survivor mains that can't loop whining that people don't like their "EZ Chase Win" button.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972993#Comment_3972993

    All I see are a bunch of survivor mains that can't loop whining that people don't like their "EZ Chase Win" button.

    Still whining I see…<rolls eyes>

    God forbid you actually have to search for a survivor rather than relying the game to hand hold you and tell you where to go

  • @SimonVirusIII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973008#Comment_3973008

    Still whining I see…<rolls eyes>

    God forbid you actually have to search for a survivor rather than relying the game to hand hold you and tell you where to go

    Hey, if you want to turn this game back into hide and seek, we can do that. Then again, we'd have to massively nerf looping and tile strength to compensate.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973021#Comment_3973021

    Hey, if you want to turn this game back into hide and seek, we can do that. Then again, we'd have to massively nerf looping and tile strength to compensate.

    What's the point of a slasher horror game without a little hide and seek. <shrugs>

    Adds more depth in my opinion…don't need to nerf anything to do it either and oh look they did just that with the fog vials.

  • @SimonVirusIII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973023#Comment_3973023

    What's the point of a slasher horror game without a little hide and seek. <shrugs>

    Adds more depth in my opinion…don't need to nerf anything to do it either and oh look they did just that with the fog vials.

    Lol. You don't get to make survivors hard to find and make it easy to lose chases while keep them just as difficult to actually down. Otherwise, the killer just loses.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973029#Comment_3973029

    Lol. You don't get to make survivors hard to find and make it easy to lose chases while keep them just as difficult to actually down. Otherwise, the killer just loses.

    Lol. As if the tunneling and slugging epidemic wasn't bad enough. You act like killers don't already have insane amounts of aura reading to begin with. The number of BS perks that just allow the killer to know a survivors location is just asinine. Like I said before god forbid you actually have you use your brain and search for a survivor rather than the game just telling you where they are or were just moments ago.

    Sorry you don't get to have base kit aura reading and survivor has a permanent exposed debuff for every match. Apparently this is the only thing that will make killers happy.

  • @Amanova said:

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

    Revert Blood Amber please, they are really useless, examples:

    1. Let's say I'm playing against stealth killers during a chase, I activate the addon and the killers simply turn on their stealth mode (GF, SM, Wraith, Chucky and others) and catch me seeing my aura while I can't see their auras, that is, I give them a aura perk for free
    2. There are killers who can effectively use m2 attack through walls, Nursa, Pyramid, Cenobit, Freddy, even Clown, they only benefit from this addon!
    3. 6 charges are not enough for blood amber, because before it lasted longer, more than 20 seconds you could use it, and now less than 20s
    4. With all the nuances above, amber is simply should not be an iri addon

    Agree. The blood amber addon is terrible now. Before the new charge system I could use it like 20 times and now I can basically use it ONLY 4-6 times in a match, that‘s without mentioning the horrible drawbacks this addon has. At the moment this addon is strenght wise a grey, definitely not an iri.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973021#Comment_3973021

    Hey, if you want to turn this game back into hide and seek, we can do that. Then again, we'd have to massively nerf looping and tile strength to compensate.

    Loops already got nerfed massively over the years.

  • Blood amber changes feel terrible. I honestly don't understand why it got massively nerfed.

    It basically leaves us with 4 charges to use it for like 4-6 seconds. You get 16-20 seconds of usage from a key.

    Key literally got gutted, if you don't use it for chests.

  • Hey folks. While I understand there are strong feelings tied to some of the changes in yesterday's update (and that's okay!), please let's refrain from letting disagreements get personal. The perception of things like Fog Vials will understandably be quite different between Survivor and Killer (heck, even within those roles), so it's expected that not everyone will be in agreement. Regardless, the constructive feedback from both sides IS super helpful!

    So rest assured, we're working hard to collect this feedback and bring it back to the team.

  • With the insta-sacrifice happening if all players are hooked simultaneously (even if someone has Deliverance), it removes the possibility of a comeback even more. And with the return of the go-next prevention system, no one will ever want to play Survivor again.

  • @CrypticGirl said:

    With the insta-sacrifice happening if all players are hooked simultaneously (even if someone has Deliverance), it removes the possibility of a comeback even more. And with the return of the go-next prevention system, no one will ever want to play Survivor again.

    I don't know, I think that's a good change. I've had a lot of games over the years where we're all just sort of stuck there waiting until someone's hook stage updates and we all actually get to end the match.

    I could see coding in an exception for someone having a specific tool for leaving the hook but other than that, this is an outright improvement on the survivor role imo.

  • Hello there,

    I have a question regarding the in-game sfx the Rick Grimes and Daryl Dixon. The hook/grunt sounds are the same ones from the PTB. I was under the impression that these were "placeholders" for when the chapter comes live. The voice lines from the original actors are phenomenal but the other sounds are really not fitting and lack character.

    However, they were implemented in the live release. So my question is, was this intended or is it a genuine bug? Because the sounds really don't match their characters.

  • The clown changes are bad. He's now spam yellow for haste.... Literal inverse of his previous play style.... Both yellow and purple should be viable

  • @SimonVirusIII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973033#Comment_3973033

    Lol. As if the tunneling and slugging epidemic wasn't bad enough. You act like killers don't already have insane amounts of aura reading to begin with. The number of BS perks that just allow the killer to know a survivors location is just asinine. Like I said before god forbid you actually have you use your brain and search for a survivor rather than the game just telling you where they are or were just moments ago.

    Sorry you don't get to have base kit aura reading and survivor has a permanent exposed debuff for every match. Apparently this is the only thing that will make killers happy.

    I'm guessing you're a crouch walking Claudette, with how much you rage against aura reading lol.

  • For anybody that is concerned, they confirmed on Twitter that the feedback has been acknowledged for the grunt and scream sounds for Rick and Daryl.

    1000007365.jpg
  • @CrypticGirl said:

    With the insta-sacrifice happening if all players are hooked simultaneously (even if someone has Deliverance), it removes the possibility of a comeback even more. And with the return of the go-next prevention system, no one will ever want to play Survivor again.

    The new 'Deliverance Curse', not that you're first hooked every time you equip the perk, but that it'll be your first Hook… but you're last in line, so you and everyone else get insta-sacrificed anyway.

  • This Release Patch Is really hurtful. Lets start with balance changes mainly with the clown. Why did you decide after all the community feedback that these changes were acceptable. Regardless of if the changes were a Nerf or Buff survivors felt they were not able to keep chase consistent and fair with the speed leading to issues around making it to new tiles. On the same note regardless if the changes were a Nerf or Buff the changes made the clown way less fun to play removing core elements of how he interacts with survivors through his bottles. Essentially what I am saying regardless of whether it was a Nerf Or Buff you removed all the nuisance in his abilities making him UN-fun to play on both sides. That's a huge issue not even in terms of balance but overall health in entertaining and unique game play. Now, we are in the thick of the health update right? Lets go over the numerous bugs that are making the game incredibly unplayable and making that name more ironic then truthful. The first of many is the PTB chase bug. This Patch needed more time. M1 killers, the weakest in the game are now locked to always running bamboozle due to infinite's being reintroduced back into the game through the chase bugs. Chase sometimes will not even start even if you are giving the survivor a back massage. No more bloodlust means some tiles cannot be closed at all. This is horrible and breaks the game significantly for already the weaker killers in the game. Now lets just turn the page and go over some of the horrendous bugs from the Oreala chapter, Anniversary, and Walking Dead PTB shall we? Xenomorph my main man, cannot use main power due to collision being bugged and incorrectly hitting obstacles, Freddy's Dream Pallet outline is on every tile for some reason, audio for power being only on left side. Pyramid head flicks will not work due to power direction being at times misaligned, survivors floating in the air being tickled by invisible cages, and issues with his power being wonky now. Houndmaster I don't even want to talk about with most of her issues still being there since late November and knotted rope seemingly falling into the void of issues to address like the swamp update. Jumping to spirit her animations are bugged with her hands and phasing, legion has learned Micheal Jackson's dance moves and moonwalks and doesn't always get killer instinct now, Springtrap not even looking the right direction for his own power and doors breaking survivor audio again, and so much more! Also Has nobody even spoken to Dracula and asked how hes doing??? Poor guys been trying to use his wolf form despite the pounce bugs so much "The Dark Lord" is currently sobbing in a chair! These are just the tip of the iceberg for killer bugs! The new survivors you added are BUGGED! Why is Daryl's screaming being randomly heard throughout the match, why are the fog vials magnetically being attached to open hands on multiple survivors INCLUDING RICK the character that is being purchased the most right now! Do we even have to talk about how loud Michonne??? Why is she the loudest survivor in the game with her vomit sounds so loud they make my killer nauseous!!! I guess to solve this survivors can take advantage of that new bug you added where SURVIVORS CAN GO MUTE/COMPLETELY SILENT just by momentarily crouching. At this point should we even mention the ghoul bugs and random sign in the offering loading screen? Even the live stream to debut this whole chapter WAS BUGGED and for 15 minutes it was dead silent with you guys terminating the stream and trying again later. Enough of the bugs lets talk about perk and addon changes. Overall very mixed. Pyramid head was lovely and his addon rework has been actually one of the funnest and best ones to hit this game. You completely overhauled his addons so much that hes actually now incredibly fun to play due to his diversity and ability to take a variety of play styles. This has been one of the best changes yet to come and I am very proud of the team of developers that went into its creation. Franklin's demise though is probably the worse bandage fix to come yet. Just because you cannot figure out a way to have it interact with the new items and their changes does not mean it deserves to be thrown into the unusable perk pile. You also have not seen how badly this is affecting the already prominent healing meta that currently allows survivors to do 4-6 second heals that were already a dark chapter in this games past. Some perks also for survivors strangely also got reverted back to previous numbers with no notice? At this point I don't even know what to say. I had become so proud of you guys as a company for finally taking the initiate to focus on the health of the game and our feedback from many years of community dialogue. Now you have shifted to pushing a PTB live riddled with bugs and ignoring them and adding even more in for the debut release. You have also ignored a large portion of the community who already showed major concerns for this chapter in relation to fog vials causing major accessibility issues for those with vision related impairments. On a positive note I loved the way you listened to the muffled audio feedback and changed it to now be silent but there are still many issues with the item in its current state. Mainly the issue that they are infinite in design and are currently becoming a nuisance or even issue to players in general. I feel this item needed slightly more time to be fleshed out and make it to the game. There are so many more issues and topics I am proud and not proud of you guys doing with this chapter that I cannot contain them all to this post. Overall I am just really disappointed for a chapter I eagerly looked forward to as a huge fan of The Walking Dead. It hurts to see that you are loosing a lot of the goodwill you all worked so hard to achieve. I am truly really sad about this update.

  • @ThatRyanB said:

    Hey folks. While I understand there are strong feelings tied to some of the changes in yesterday's update (and that's okay!), please let's refrain from letting disagreements get personal. The perception of things like Fog Vials will understandably be quite different between Survivor and Killer (heck, even within those roles), so it's expected that not everyone will be in agreement. Regardless, the constructive feedback from both sides IS super helpful!

    So rest assured, we're working hard to collect this feedback and bring it back to the team.

    What were you guys expecting to happen when you introduced an item that gives infinite, spammable invisibility with zero counterplay?

    This isn’t a matter of opinion or player bias — it’s a case of a completely broken design making it into the live game. Fog Vials erase all core tracking mechanics: no scratch marks, no sound, no visual. Killers who rely on those (which is most of them) get completely shut down.

  • Fix the idling killers FARMING BP and shards

  • @Readyplayerone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973300#Comment_3973300

    What were you guys expecting to happen when you introduced an item that gives infinite, spammable invisibility with zero counterplay?

    This isn’t a matter of opinion or player bias — it’s a case of a completely broken design making it into the live game. Fog Vials erase all core tracking mechanics: no scratch marks, no sound, no visual. Killers who rely on those (which is most of them) get completely shut down.

    Vials erase all core tracking mechanics

    Untrue. You can still see them at close distance and you can follow their pools of blood. You could even run bloodhound to see their pools of blood better if you have such an big issue with them.

    They also don‘t have no counterplay. It is pretty easy to find survivors most of the time. My only issue playing this patch is the chase being bugged which makes me lose a lot more than the new item.

  • That’s how desperation and misery sound. Like the scream of the soul.

    But that's what everyone who plays killer consistently and is trying to show some more than a pathetic chase feels.

  • @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

    This trails lasts for few seconds. Maybe don’t sprint to teammate to give him free torment? U even have base kit endurance after the cage lol

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973853#Comment_3973853

    Vials erase all core tracking mechanics

    Untrue. You can still see them at close distance and you can follow their pools of blood. You could even run bloodhound to see their pools of blood better if you have such an big issue with them.

    They also don‘t have no counterplay. It is pretty easy to find survivors most of the time. My only issue playing this patch is the chase being bugged which makes me lose a lot more than the new item.

    H

    image.png

    Houndsense only shows the blood brighter when the survivor is in the dying state.

    Yes, that's terrible and it really should work on injured and deep wounded survivors. But it doesn't, and it's sad.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973954#Comment_3973954

    H

    https://us.v-cdn.net/6030815/uploads/LV64B49OWIXY/image.png

    Houndsense only shows the blood brighter when the survivor is in the dying state.

    Yes, that's terrible and it really should work on injured and deep wounded survivors. But it doesn't, and it's sad.

    I meant the perk from wraith or Billy that causes pools of blood to glow.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974060#Comment_3974060

    I meant the perk from wraith or Billy that causes pools of blood to glow.

    It would be better if Stridor countered the fog vials, and allowed the killer to easily hear the survivors.

    Because using a perk slot, on a tracking system that still requires line of sight, isn't anywhere as good. The problem with fog vials isn't that the blood is difficult to see, it's that it's blocking way too many other things at the same time.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974067#Comment_3974067

    It would be better if Stridor countered the fog vials, and allowed the killer to easily hear the survivors.

    Because using a perk slot, on a tracking system that still requires line of sight, isn't anywhere as good. The problem with fog vials isn't that the blood is difficult to see, it's that it's blocking way too many other things at the same time.

    Strider should counter the iron will effect of the fog vials agree, just like it is with iron will.

    I think you underestimate how useful the glowing effect from bloodhound is in fog viles. I would probably not take it because bloodhound is a really bad perk, but if people have such big issues with fog viles, it is probably worth for them.

  • @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

    "no other killer has anything ######### like this."

    image.png
  • I‘m not sure whether or not I‘m the only one, but Pyrmid heads speed nerf when using his power feels really bad. Survivors just gain too much distance when I try to go for m2s. Maybe could you try 4.3ms, it would be the middle ground between the 4.2 we have now and the 4.4 we had before.

    Also please make m2 flicks available for controller as well. They are currently only possible with mouse and keyboard and it is shame that I can‘t do it because I play on controller. You did it for ONI, please do the same for Pyrmid head.

  • @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.

    One thing that I want to add about the Fog Vials: It feels pretty awful that you cannot see the aura of hooks. Over the past few months, hooking became so awful for killers because you basically make the survivors stronger with hooking them (OTR, DS, faster healing, 70 seconds timer, ect.) while killer perks got nerfed that reward killers for hooking. It also takes a lot of time to hook survivors and makes the killer more vulnerable (flashlight/pallet save but also sabotaging plays that became so free and easy to do). The new conviction perk is also an unhealthy addition to the game because besides many other unhealthy aspects it forces the killer to hook fast in an unhealthy way. If this perk is your way to encourge the killers to hook survivors, then its the wrong way. Same with your idea of basekit UB and Tenacity, the answer to less slugging should never be a punishment.

    In my opinion, this game is healthy when its build around hooking survivors but over the past few months, we moved away from hooking is good. Before Knock Out got nerfed, killers liked to slug more because with slugging you don't have all of the problems you have with hooking (abusing of anti-tunnel perks, faster healing, risking a rescue, and wasting time). Before patch 6.1.0 killers loved to hooking survivors and slugging as well as tunneling were less common because we had much more rewarding stuff for playing around hooks (e.g. BBQ, stronger Pop) but also fewer things that spoke against it. So, the point is, adding more stuff that makes hooking awful, it will lead into a more unhealthy metagame.

  • So are we going to get an update on the first hotfix for this disaster soon or will all the socials just be advertising a broken mess instead? A week without any word on when to expect fixes for god knows how many bugs is atrocious communication on top of the whole Streetwise kill switch debacle, there is only so much "we understand this is frustrating, please keep waiting" you can expect people to do, while still releasing 2 new Lara cosmetics.

  • @ThatRyanB said:

    Bug Fixes

    • Fixed an issue where Survivors using Last Stand could stun the Killer while vaulting away from them. This should only work if you vault into the Killer or fall on them.
    • Fixed an issue where the "Rename Preset" button prompt would remain on-screen after selecting a preset.
    • Fixed an issue where some shortcut buttons were not functioning as intended.
    • Fixed an issue where the Killer's power was not displayed when spectating in Custom Game.
    • Fixed an issue where the name of the first spectated player was missing.
    • Fixed an issue where the spectated Survivor was holding the wrong item.
    • Fixed an issue where the spectate hotkey was not dimmed until another player was spectated.
    • Fixed an issue where UI scale was not applied to the spectator HUD.
    • Fixed an issue where the preset dropdown could be accessed even when only a single preset was available.
    • Fixed an issue where new characters were not sorted properly.
    • Fixed an issue where selecting certain shortcut keys for Spectator Mode would not work.
    • Fixed an issue where the mouse cursor would disappear or revert to the console cursor when using keyboard and mouse on certain platforms.
    • Improved optimization in the Fallen Refuge map.
    • Fixed multiple loading distance issues on the Fallen Refuge map.
    • Fixed an issue in the Fallen Refuge map where a wall would display incorrectly.
    • Fixed an issue in the Fallen Refuge map where a hole was present in a door frame.
    • Fixed an issue in the Fallen Refuge map where The Singularity could place biopods inside the vents of the hospital/prison tile.
    • Fixed an issue in the Fallen Refuge map where Security Doors could clip through a wall.
    • Fixed an issue in the Lobby where a fence produced a bright reflection.
    • Fixed an issue that caused certain hanging zombie animations to appear incorrectly.
    • Fixed an issue where certain Killers were able to see their aura after changing their camera perspective in the Fog Vial's fog with the Potent Extract add-on equipped.
    • Fixed an issue where Survivors were able to scan The Animatronic while the Security Door was inside the Fog Vial's fog.
    • Fixed an issue where the cooldown of the Fog Vial was reset after the Built to Last perk had been used.
    • Fixed an issue where The Killer was able to reveal Survivors' auras while within a fog cloud.
    • Fixed an issue where Vigil reduced the duration of the Broken status effect from the Conviction perk.
    • Fixed an issue where players could not invert their Y-axis from the Options menu.
    • Fixed an issue where starting and stopping opening a chest quickly completed the challenge "Open 2 chest(s)".
    • Fixed an issue where players were unable to gain progress for the challenge "Damage 3 Generator(s)" when using the Driver's License add-on.
    • Fixed an issue where no progress was made with skill checks for the "Succeed at repair skill checks" quest.
    • Fixed an issue where The Executioner's Obsidian Goblet add-on would not break a pallet if a Survivor was hit while vaulting it.
    • Fixed an issue where loud noise notifications were missing for the Killer's POV when Last Stand was triggered on dropped pallets.
    • Fixed an issue where The Singularity was unable to lose Overclock and obtain Hindered after being stunned by Last Stand.
    • Fixed an issue where Hardened would not show the Killer's aura when Thwack! made a Survivor scream.
    • Fixed an issue where The Legion could vault over upright pallets
    • Fixed an issue where the 8-meter range was not applied when the Battered Tape add-on was equipped on each Map item's rarity.
    • Fixed an issue where charge-based items found in chests received more charges than intended when equipped with the Streetwise perk.
    • Fixed an issue where Rick and Michonne's voiceover discussion was sometimes missing.
    • Fixed an issue where fog cloud SFX would play each time the camera's POV was swapped.
    • Fixed an issue where Michonne's special vault animation was missing audio when performing a fast vault.

    Rip fog vials, i guess killers somehow got so upset over franklins that they somehow nerfed fog vials...which backfired hard

  • You can jump into a locker and remove it bro! The only way to remove scarlet eg is cage and 80% of the matches I have been against ph. They don't like to cage for the mori

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