9.2.0 | PTB Patch Notes

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Important

New PTB Flow

  • Starting with the 9.2.0 PTB, we are changing the way users connect to the PTB, simplifying the process we use to port saves over to test builds:
    • All characters you have unlocked via Steam will be unlocked on the PTB, including any new character(s) introduced in this update.
      • If DLC content has been unlocked via a platform other than Steam (including the in-game Store), this will not be automatically unlocked in the PTB. This content can be unlocked with the provided Auric Cells.
    • When accessing a character's Bloodweb, the character will be automatically set to Level 50 and Prestige 3, unlocking their perks to Tier 3, as well as any items that would regularly be obtained during this process.
    • All offerings, items, and add-ons will be pre-loaded with 99 units available.
    • 12,500 Auric Cells and 1 million Bloodpoints will be given on each new PTB version, available to explore Outfits and Characters in the Store.
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New Content

New Killer - The Krasue

KILLER POWER: UNBODIED FLESH

  • The Krasue detaches from its body, emerging as a floating head with a trail of organs drifting behind it. 

SPECIAL ABILITY: CORPOREAL WEAVE

  • Press Ability button 1 to shift between Body and Head Form.
    • Body Form has a 32 meter Terror Radius.
    • Head Form has a 40 meter Terror Radius. It is slightly faster but cannot break pallets and is not granted the Bloodlust status effect.

KILLER EFFECT: LEECHED

  • Hitting a Survivor with Intestinal Whip and Regurgitate adds to their Leech Meter. When the meter is filled, the Survivor is afflicted with Leeched I.
    • Leeched I: The Leech Meter automatically fills over time, up to Leeched II.
    • Leeched II: The Survivor is afflicted with Broken. If healthy, they become injured.

SPECIAL ABILITY: INTESTINAL WHIP

  • In Head Form, press the Attack button to lash out with your internal organs.
  • Survivors afflicted with Leeched can be damaged by Intestinal Whip.
  • Intestinal Whip partially fills a Survivor’s Leech Meter, up to Leech I.

SPECIAL ABILITY: REGURGITATE

  • In Body Form, press and hold the Power button to charge Regurgitate. When charged, tap the Attack button to spew a Leeching Gland.
  • Leeching Gland completely fills a Survivor’s Leech Meter, up to Leech I.

SPECIAL ABILITY: HEADLONG FLIGHT

  • In Head Form, press and hold the Power button to speed through the air. 

SPECIAL ITEM: GLOWING FUNGUS

  • Survivors can eat Glowing Fungus to decrease the Leech Meter over time. Being hit ends the effect.

NEW KILLER PERKS:

  • Ravenous
    • Whenever you hook a Survivor for the first time, gain 1 token, up to 4.
    • When you have 4 tokens, all Survivors scream and gain Exposed for 40/50/60 seconds.
  • Wandering Eye
    • Whenever you start chasing a Survivor, reveal the auras of all other injured Survivors within 16/16/16 meters for 5/5/5 seconds.
    • This perk has a 40/35/30-second cooldown.
  • Hex: Overture of Doom
    • Spawns a Hex Totem that curses the farthest generator and reveals its aura to you in yellow.
    • When a Survivor repairs the cursed generator for 5/5/5 seconds, you gain Undetectable and your Terror Radius is applied to the generator for 20/25/30 seconds.
    • When the cursed generator is repaired, the next farthest generator is cursed.
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New Survivor - Vee Boonyasak

NEW SURVIVOR PERKS:

  • Road Life
    • While injured, not Broken and repairing a generator, gain 1/1/1 token for each regular great skill check success.
    • When you have 8/7/6 tokens, spend all tokens and gain 100%/100%/100% healing speed until you stop healing.
    • Lose 2/2/2 tokens when you fail a regular skill check.
  • ONE-TWO-THREE-FOUR!
    • Press Ability button 2 while standing and idle to enter the "performance" interaction that lasts up to 15/15/15 seconds and empowers Survivors within 16/16/16 meters. You will get continuous skill checks during the performance. The effect lasts for 90/90/90 seconds if the performance is completed.
      • Increases the odds of getting healing and repair skill checks by 20/20/20%.
    • When the ability is cancelled or the performance completes, it goes on cooldown for 110/100/90 seconds.
  • Ghost Notes
    • While you have Exhausted, your scratch marks disappear 50/50/50% faster.
    • You recover 5/7.5/10% faster from Exhausted.
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Features

Tunneling Reduction Update

  • Added Custom Match options to enable/disable this feature.

Unhook Protections Update

  • Survivors that are unhooked or unhook themselves receive Unhook Protections for 30 seconds, which include:
    • 10% Haste status effect
    • Endurance status effect
    • Elusive status effect (new status effect that hides grunts of pain, aura, scratch marks, and pools of blood)
    • No collision with other players
    • Reveal the Killer's aura within 32 meters
    • Immunity to Killer Instinct
    • Immunity to AFK crows
  • These effects linger for 3 seconds after being healed for a full health state.
  • These effects are lost when performing a Conspicuous Action.
  • These effects are disabled when all generators are completed, except for the Haste and Endurance status effects.
  • The Survivor is still susceptible to attacks and powers.

Hook Status Update

  • When a Survivor is hooked, the hook's status is obscured for the Killer:
    • The Killer cannot see the hook's status in the HUD
    • The Killer can no longer see the hook's aura
  • When a Survivor is unhooked:
    • There is no loud noise notification
    • The hook's status in the HUD is revealed 10 seconds later
  • These effects are disabled when all generators are completed.

Unique Hook Bonuses

  • When hooking a Survivor that is different than the last hooked Survivor, the Killer gains the following effects:
    • 20% bonus to the next damage generator action ("kicking" the generator)
    • 10% Haste for 15 seconds
      • Breaking a pallet or damaging a Survivor removes this bonus
    • Reveal all Survivors outside of 40 meters that have less than or equal hook states for 4 seconds (think: basekit Barbecue & Chili)
  • These effects can only be gained when the Killer performs the hook interaction themselves.
  • The following Killers have a different set of bonuses:
    • The Blight, The Dark Lord, The Ghoul, The Hillbilly, The Krasue, and The Nurse
    • They get:
      • 10% bonus to the next damage generator action
      • 5% Haste for 10 seconds
      • The same aura reveal bonus as above
  • These effects are disabled when all generators are completed.

Tunneling Penalties

  • When a Survivor dies to a hook action or Mori before 6 total hook states, the remaining Survivors gain a 25% repair speed bonus.
  • When a Survivor that was previously hooked is Killed or Sacrificed, the Killer loses the ability to block, damage, or regress generators by any means.

Perks

The following perks have been updated. See the Perk Updates sections below for more details:

  • Killer: Barbecue & Chili, Eruption, Pop Goes the Weasel, Scourge Hook: Pain Resonance
  • Survivor: Babysitter, Borrowed Time, Off the Record
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Slugging Reduction Update

Self-Recovery

  • While in the Dying State, the Resolve bar appears below the Recovery bar.
  • The Resolve bar takes 90 seconds to fill. Progress does not reset between downs.
  • Once the Resolve bar is full, the Survivor gains the ability to pick themselves up from the Dying State after fully recovering.
  • Added a custom game setting to disable full recovery.

Note: Perks can allow a Survivor to pick themselves up before the Resolve bar has been filled, so long as their conditions are met.

Quality of Life Improvements

  • Survivors can now crawl and recover at the same time.
  • Recovery is now automatic and no longer requires a button to be held.
  • When full self-recovery is available, tap the Interact button to pick yourself up.
  • Crawling speed increases over time when left in the Dying State, from 0.7m/s to 1.05m/s.
  • Added a new scenario to the Abandon option: After recovering or being healed from the Dying State twice, the option to Abandon becomes available the next time you are downed.

Perks

The following perks have been updated. See the Perk Updates sections below for more details:

  • Survivor: Tenacity, No Mither, Plot Twist
  • Killer: Deerstalker, A Nurse's Calling
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Pallet Density Quality of Life Update

  • Updated various Realms to adjust the quantity and distribution of pallets, reducing the presence of "dead zones".
    • Affected Realms: The MacMillan Estate, Autohaven Wreckers, Coldwind Farm, Crotus Prenn Asylum, Haddonfield, Backwater Swamp, Red Forest, Yamaoka Estate, Ormond, The Decimated Borgo
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Content Updates

Killer Rework - The Shape

Summary

  • The Shape now has three modes: Stalker, Pursuer, and Evil Incarnate.
  • The Shape can swap between Stalker & Pursuer modes without needing to Stalk.
  • The Shape must Stalk Survivors to unlock Evil Incarnate mode.
  • While Evil Incarnate mode is active, The Shape has a new special attack: Slaughtering Strike.
  • Updated most Add-Ons.

Stalker Mode (Previously Evil Within I)

  • The Shape is Undetectable and moves at 4.2m/s.
  • Hold the Power button to Stalk nearby Survivors.
  • When the Stalk meter is full, automatically enter Pursuer Mode. Stalker Mode becomes unavailable.
  • Note: No longer decreases lunge range.

Pursuer Mode (Previously Evil Within II)

  • The Shape has a 24m Terror Radius and moves at 4.6m/s.
  • Vault speed is increased by 15%.
  • Lunge range, breaking speed, and stun recovery speeds are increased by 10%.

Evil Incarnate Mode (Previously Evil Within III)

  • When the Stalk meter is full, tap the Ability button to activate Evil Incarnate Mode.
  • Evil Incarnate mode lasts 40 seconds.
  • The Shape has a 40m Terror Radius and moves at 4.6m/s.
  • Vault speed is increased by 15%.
  • Unlocks a new special attack: Slaughtering Strike.
  • Unlocks the ability to kill Survivors who have reached the final hook stage. This cannot be used on Survivors with Endurance.
  • Note: Survivors are no longer Exposed.
  • Note: No longer increases lunge range.

Special Attack: Slaughtering Strike

  • Hold the Power button to charge a lunge, then press the Attack button to begin the attack.
  • Holding the Power button longer extends the lunge's duration up to a maximum of 2 seconds.
  • Slaughtering Strike has a base speed of 6.9m/s.
  • Hits with Slaughtering Strike instantly down healthy Survivors.
  • Slaughtering Strike can break pallets and breakable walls.
  • Slaughtering Strike has a 6 second cooldown.

Stalking

  • The Stalk meter now takes 5 points to fill (was 3 for Tier 1, 6 for Tier 2).
  • Increased the movement speed multiplier when Stalking a Survivor to 60% (was 20%).
  • Stalk rate is decreased by 25% while moving.
  • When the Stalk meter is not full, after 20 seconds of not Stalking, Stalk progress decays to 50%.
  • Decreased the maximum Stalking range to 32m (was 40m).
  • Note: Survivors no longer have a limited amount of Stalk points.
  • Note: Stalk rate is no longer affected by distance.

The Shape's Add-Ons

  • Tacky Earrings:
    • Increases movement speed while Stalking by 20% (was 10%).
  • Memorial Flower (Rework):
    • Increases movement speed in Stalker Mode to 4.4m/s.
  • Boyfriend's Memo (Rework):
    • Increases maximum Stalk range by 8 meters.
  • Blond Hair (Rework):
    • Scratch marks and pools of blood last 100% longer while in Stalker Mode.
  • Reflective Fragment (Rework):
    • Slaughtering Strike only deals a single health state of damage. Hitting a Survivor with Slaughtering Strike adds 20 seconds to Evil Incarnate's duration.
  • Jewelry (Rework):
    • Increases Stalk rate when Stalking stationary Survivors by 10%.
  • Hair Brush (Rework):
    • When Evil Incarnate is activated, the next pallet you break is destroyed 50% faster.
  • Glass Fragment (Rework):
    • Increases the movement speed of Slaughtering Strike by 5%. Decreases the charge speed of Slaughtering Strike by 25%.
  • Dead Rabbit:
    • Decreases Terror Radius in Pursuer Mode by 25%. Increases Terror Radius in Evil Incarnate by 25%.
  • Mirror Shard (Rework):
    • Increases the base duration of Slaughtering Strike by 0.25 seconds. Decreases the charge speed of Slaughtering Strike by 25%.
  • Jewelry Box (Rework):
    • Decreases Stalk range by 16 meters. Increases Stalk rate by 30%.
  • J. Myers Memorial (Rework):
    • While Evil Incarnate is active, your pickup and hook speeds are increased by 40%.
  • Hair Bow:
    • Increases the duration of Evil Incarnate by 20 seconds (was 30). Decreases Stalk rate by 20%.
  • Vanity Mirror (Rework):
    • When Evil Incarnate ends, you see the auras of all Survivors for 4 seconds.
  • Tombstone Piece (Rework):
    • When Evil Incarnate is activated, you become Undetectable for 20 seconds.
  • Lock of Hair (Rework):
    • While Evil Incarnate is active, hold the Ability button to end it prematurely and retain 50% of the remaining duration as Stalk progress.
  • Judith's Tombstone (Rework):
    • Hooking a Survivor during Evil Incarnate refreshes its duration. Limits the duration of Evil Incarnate to 40 seconds.
  • Fragrant Tuft of Hair (Rework):
    • Survivors become Exposed while Evil Incarnate is active. Your lunge range is increased by 50% while in Evil Incarnate mode. You can no longer use Slaughtering Strike.
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Killer Updates

The Unknown

  • Increased Weakened duration increase upon injuring a healthy Survivor with UVX projectile to 8 seconds (was 6 seconds).
  • Reduced movement speed recovery time after teleporting to 1.3 seconds (was 1.4 seconds).
  • Increased The Unknown's vertical camera axis to allow higher aim elevation with the UVX Projectile.

The Unknown's Add-Ons

  • Rabbit's Foot:
    • Afflicts the Hemorrhage status effect to Survivors injured by UVX for 45 seconds (was 30 seconds).
  • Blurry Photo:
    • After Teleporting, regain full movement speed 7% faster (was 15%).
  • Last Known Recording:
    • Reduces the Hallucinations’ aura range visible to Survivors by 35% (was 25%).
  • Slashed Backpack:
    • Destroying a Hallucination with UVX decreases the time until the next Hallucination spawns by 65% (was 75%). The extra time should allow for more precise placement.
  • Vanishing Box:
    • Increases Hallucination spawn time by 120% (was 80%).
  • Hypnotist’s Watch:
    • Inflicts the Exhausted status effect for 15 seconds (was 10 seconds).
  • Serum Vial:
    • Inflicts the Exhausted status effect for 15 seconds (was 10 seconds).

The Dark Lord

  • Vampire Form:
    • Reduced the cooldown of Hellfire to 9.5 seconds (was 10 seconds).
    • Increased the number of Hellfire pillars to 8 (was 7).
    • Reduced Hellfire charge movement speed to 3.68m/s (was 3.8m/s).
    • Increased movement speed recovery time after activating Hellfire to 2.35 seconds (was 2.25 seconds).
  • Wolf Form:
    • Increased Pounce Attack charge time to 0.9 seconds (was 0.85 seconds).
    • Increased Scent Orb spawn time to 6 seconds (was 5 seconds).
  • Bat Form:
    • Increased Bat Form flying movement friction to reduce sliding motion to 2.2 (was 1.6).

The Dark Lord's Add-Ons

  • Ruby Circlet:
    • Reduces the cooldown of Hellfire by 5% (was 10%).
  • Clock Tower Gear:
    • Reduces the cooldown of Shapeshift by 5% (was 10%).
  • Traveler's Hat:
    • Increases Shapeshift speed by 5% (was 10%).
  • Moonstone Necklace:
    • Reduces the size of the Terror Radius in Vampire and Wolf Forms by 8 meters (was 4 meters).
  • Blood-Filled Goblet:
    • Increases the duration of Scent Orbs by 60% (was 50%).
  • White Wolf Medallion:
    • Increases Killer Instinct duration by 1 second while in Wolf Form after Survivors complete rushed actions (was 0.8 seconds)
  • Killer Doll:
    • Increases the cooldown reduction of Pounce Attacks from Scent Orbs by 30% (was 50%).
  • Force of Echo:
    • Increases the spawn rate of Scent Orbs by 10% (was 17%).
  • Medusa's Hair:
    • Survivors within 8 meters (was 12 meters) of your teleport destination suffer from an 8% Hindered status effect for 2 seconds (was 3 seconds).
  • Warg's Fang:
    • Reveals the auras of all Survivors whose Scent Orbs you have collected for 5 seconds (was 4 seconds).
  • Lapis Lazuli:
    • After teleporting to a window, it is blocked for 8 seconds (was 15 seconds).
  • Ring of Vlad:
    • Hellfire pillar reduction downside removed (was reduced by 1 pillar).

The Clown

  • Increased the time it takes for Afterpiece Antidote clouds to activate to 1.6 seconds (was 1).
  • Increased the duration of the Hindered effect after leaving an Afterpiece Tonic cloud to 1.6 seconds (was 1).

The Ghoul

  • When grabbing a Survivor on the other side of a vault with Kagune Leap, the Survivor is released at the start of the vault instead of the end.

The Oni

  • Increased the number of Blood Orbs that spawn when hooking a Survivor to 5 (was 2).
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Survivor Perk Updates

  • Babysitter (Rework):
    • After unhooking a Survivor, you see the Survivor's aura and the Killer's aura for 8/10/12 seconds.
  • Borrowed Time:
    • Survivors you unhook retain their Unhook Protections for an additional 8/10/12 seconds.
  • Clairvoyance:
    • Increased aura reading duration to 10/11/12 seconds (was 8/9/10 seconds).
  • Friendly Competition:
    • Increased the bonus repair progress speed duration to 100/110/120 seconds (was 45/60/75 seconds).
  • Hope:
    • Decreased the Haste status effect gained when the Exit Gates are powered to 3/4/5% (was 5/6/7%).
  • No Mither:
    • Increased the volume reduction for grunts of pain to 100% across all tiers (was 25/50/75%).
  • Off the Record:
    • Removed the Endurance status effect.
    • Removed the stipulation that it disables once Exit Gates are powered.
    • Added a new effect: While active, you do not leave scratch marks while sprinting.
  • Leader:
    • Increased action speed bonus value to 20/25/30% (was 15/20/25%).
    • Increased action speed bonus range to 10 meters (was 8 meters).
    • Updated perk description to simplify linger effect.
  • Lucky Star:
    • Decreased cooldown to 35/30/25 seconds (was 40/35/30 seconds).
  • Pharmacy:
    • Unlocking chests is 75/100/125% faster (was 70/85/100%).
    • The hearing distance for noises from unlocking chests is reduced by 12 meters (was 16 meters).
    • Guarantees an Emergency Med-Kit upon completing the interaction.
  • Plot Twist:
    • Added a new effect: Increases recovery speed by 25% when used.
  • Poised:
    • Increased Killer aura reveal duration when repairing a generator for the first time to 8 seconds (was 6 seconds).
    • Increased time where you leave no scratch marks after a generator is completed to 20/25/30 seconds (was 10/12/14 seconds).
  • Quick Gambit:
    • Decreased the cooldown when losing a health state to 40 seconds (was 60 seconds).
  • Tenacity:
    • Added a new effect: Prevents your aura from being read while in the Dying State.
    • Decreased crawling speed bonus to 15/20/25% (was 30/40/50%).
  • Vigil:
    • Survivors can now only benefit from one Vigil perk's effect at a time (previously stacked with other versions of itself).
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Killer Perk Updates

  • All-Shaking Thunder:
    • Increased lunge attack distance increase duration to 15/20/25 seconds (was 8/12/16 seconds).
  • A Nurse's Calling:
    • Increased range to 28/30/32m (was 20/24/28). No longer affects Survivors who are in the Dying State.
  • Barbecue and Chili (Rework):
    • After hooking all Survivors once, increase the base generator damage by 3/4/5%.
  • Dark Arrogance:
    • Decreased the blind and pallet stun duration increase to 15% (was 25%).
  • Dead Man's Switch:
    • Decreased generator blocking duration to 25/30/35 seconds (was 40/45/50 seconds).
  • Deerstalker (Rework):
    • When a Survivor sees your aura, you see their aura. Every 40/35/30 seconds, reveal your aura to the Survivor with the lowest chase time for 3 seconds.
  • Eruption:
    • Decreased generator progress loss to 5/5/5% (was 10/10/10%).
  • Hex: Ruin:
    • Increased the generator regression to 100/125/150% (was 50/75/100%).
  • Leverage:
    • Decreased healing speed reduction value to 20/25/30% (was 30/40/50%).
    • Increased healing speed reduction duration to 60 seconds (was 30 seconds).
  • Monitor and Abuse:
    • While in a chase, your terror radius is now increased by 5/10/15% (was 6/7/8 meters).
    • Otherwise, your terror radius is now decreased by 15/20/25% (was 6/7/8 meters).
  • Pop Goes the Weasel:
    • Decreased generator progress loss to 15/15/15% (was 20/20/20%).
  • Oppression:
    • Increased random generator selection to 4 (was 3).
    • Decreased cooldown to 45/40/35 seconds (was 60/50/40 seconds).
  • Scourge Hook: Pain Resonance:
    • Decreased generator progress loss to 8/10/12% (was 10/15/20%).
  • Septic Touch:
    • Increased the linger duration of the Blindness and Exhausted status effects to 20/25/30 seconds (was 6/8/10 seconds).
  • Ultimate Weapon:
    • Increased range when opening a locker to 40 meters (was 32 meters).
    • Reduced cooldown to 55/50/45 seconds (was 80/70/60 seconds).
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Known Issues

  • Whilst in third person head view with The Krasue, the camera can clip into the environment, leading to some uncomfortable camera movements or partial obscuring of the view.
  • Tunneling reduction penalties trigger when Survivors go from the struggle hook phase to Sacrifice. These should only trigger when a hook interaction is performed to Sacrifice a Survivor.
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Please refer to the reply below for a list of bug fixes.

Comments

  • downvote if ur miserable

  • @Kitsunenokage66 said:

    Maybe I'm just reading this wrong, but can we get some clarification?

    • 20% bonus to the next damage generator action ("kicking" the generator)

    Does this mean we get 20% damage to the generator, or does 'generator action' mean the speed at which I kick the gen?

    This refers to the damage that's done to a generator when kicking it. This is a bonus of 20% based on the gen's current progress.

  • these drac changes might kill the wolf only build; the killer doll afdon let you get pounce back in 2 orbs, does anybody know if that's still true?

    he was the goodest boi :(

    also, rip Babysitter

  • Honestly, I'm okay with 12% Pain Res but the token system should be done away with, then.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994351#Comment_3994351

    I have to agree with you.

    The only one worth anything is Overture of Doom, and oops, it's gone since it's a Hex.

    and even overture is very weak, because as soon as they get hit with the terror radius, they now what it is and just give up that gen, leaving you with one less perk

  • i agree, but its a very understandable reaction from people, dbd should have attacked abusive behaviours from both sides to reduce this situation, but they did not, then killers are going to believe nothing will happen with who BM and abuse them, while they cant payback with the same coin now… Obviouslly people will riot against this

  • A great update for a change. You can actually see they really worked hard on it.

  • Screenshot 2025-09-03 195444.png

    Wow this really is the worst Patch ive seen in a video game

    Basekit Tenacity really was hidden under 'QoL' improvements, a full basekit Perk is QoL?
    Not the only Survivor buff listed under QoL this patch either. (Pallet Changes are aswell)

    And the Unhook Changes are basically a combination of Basekit Babysitter, OTR and 32m of Aura Reading for 30s.

    So lets see how many basekit perks worth survivors are getting:

    UB+ (But Infinite), Tenacity=, Babysitter+ (Haste Works in Endgame), OTR- (But Works in Endgame). (Known Perks)
    32m of Aura Reading when Unhooked.
    Anti Tunnel System (25% Repair Speed for 3 Survivors)
    Anti Tunnel System (Gen Block/Regression block) (This can trigger at 8 hooks btw if the last person decides to die on 2nd hook, i hate when Killers tunnel me at 8 hooks)
    4 Basekit Perks. +1 Perk-like Effect
    2 Systems in place that punish the killer if they kill someone before 6 hooks, One can even work at 8 hooks.

    The Fog that hides the Hooked person will make the New Killer Player experience even worse, but i doubt Killer experience was even considered when making this Patch.

    Oh and another 3 Killer Perks that wont shake up the meta in the slightest, how daring, i cant remember the last new set of good Killer perks, but sure give Survivors another perk to reduce Exhaust timers.

    Just gonna mention how the best Killer perks also got nerfed heavily, i mean thats just icing on the cake.

    Ive just been playing Survivor due to the worsening Killer experience, as i only really play lower tier Killers, and doesnt seem like thats gonna ever change with this game direction.

    Overall just very sad to see.

  • Hag players love monitor and abuse please do not change it from 8m to 25%. We're already bottom pickrate on pc :'(

  • I played 10 games… 8/10 games survivors tbaged me at exit gates with 5-6 total hooks. Good job guys. You reducing kill rates to 25-30%. I'm sure everyone will play killer after this. Oh yeah and new killer is like B tier if that... And I no longer give a #########... I played this over 6k hrs and you finally push me off this game. Good job guys.

  • cooked so hard with the new killer and survivor and then dropped the ball completely when it came to everything else

    dare i say the worst update ever?

  • Is there a time limit for base pop kick or is it available until used?

  • @ad19970 said:

    It's honestly hilarious how many people are losing their mind already over this update without having even tried the changes. And if killers end up being too weak, BHVR can still buff killers in healthy ways, like increasing the numbers of the rewards that killers get when hooking a survivor that wasn't the last one hooked.

    But most importantly, these changes will create a much more healthy foundation for DBD, where tunneling and slugging aren't as overpowered anymore and playing in a fun way is more effective now. Further balancing can then happen down the line.

    I've played both Survivor and Killer in PTB, but I felt uneasy about how players—people completely detached from the DbD world—would force others into certain plays, like insisting "you have to let that Survivor escape," or rushing to body block because "if I get hooked next, I won't get the hook spread reward." It felt like they were solely focused on inflicting disadvantage on opponents.Whether as a play experience or as an experience of watching others play, I don't find it enjoyable to keep watching actions I don't understand.

  • and the whiniest of survivor mains the type of creature you find on twitter gets coddled and all killer mains get told to go ######### themselves with these asinine ideas is this the only way you devs can balance? punishment mechanic after punishment mechanic ALL TO APPEASE A GROUP THAT WILL NEVER BE SATIFIED UNTILL THE KILLER ROLE IS AN ARMLESS LEGLESS THING THEY CAN BULLY well let me tell you a little thing a little secret i can still tunnel even with these changes only now i will do it to spite you devs and the survivor mains you try to pander too

  • @[Deleted User] said:

    So on top of all the new restrictions for killer, you'll also adjust pallet density to fill dead zones. Eliminating dead zones is fine, but more pallets leading to longer chases versus survivors I haven't hooked yet reduces the viability of nearly every killer to zero. All of these changes killers have to deal with and memorize will make the role so frustratingly difficult that I won't want to play it anymore, and survivor will be so easy that I won't want to play that role either. So I just have to stop playing the game, I guess? Been here since 2018, and played through every bad hand the devs have dealt us, but I simply don't understand the vision the devs have for the future of this game. Maybe they don't have one. Maybe they never did.

    I second everything this person said as someone who has also been here since 2018. We have gone through some wild changes, some awful patches, crazy bugs, and still stayed. I like that the defense of the gen objective seems to be be getting a buff but the spreading hooks, on a packed map of pallets, does not sound viable or even fun. Add on to that, Shoulder the Burden existing, how fast gens go already in early game…. this is gonna be a disaster.

  • @jesterkind said:

    Extra 20% on gen kicks is insane, no wonder gen regression is getting some sweeping nerfs. You don't even need it anymore for the most part, that's nuts.

    Though, I do feel this may make Eruption in particular just not worth it anymore. The numbers obviously still work out, but it just kinda isn't interesting or unique anymore. My gut tells me it may need more adjustments.

    It's only on fresh hooks, gets cancelled by a pallet break or hit and it's 20% of current progression, not a flat 20%. So you're reading too much into it. By the time you have 4 fresh hooks you're probably already looking at 1 to 2 gens remaining

  • please don't reset every single thing in our accounts when doing future PTBs, it's really annoying that all my builds are gone along with my cosmetics though those arent as important, prestiges being gone in the ptb is annoying as well, its very annoying getting a sync error for just breathing in the wrong direction in this ptb

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994131#Comment_3994131

    It's only on fresh hooks, gets cancelled by a pallet break or hit and it's 20% of current progression, not a flat 20%. So you're reading too much into it. By the time you have 4 fresh hooks you're probably already looking at 1 to 2 gens remaining

    It was clarified to me later down that it's current, not total, don't worry.

    That does downgrade it from "entirely insane" to "pretty nice".

  • @CLHL said:

    Antigen nerf… Yeah, that would help spreading hooks lol

    because buffing gen perks would def not make people just tunnel anyway

  • @Jackal7879 said:

    why was hope nerfed

    say it with me "the killers complained" !

  • changes feel great. Only thing I would change is the minimum hooks for permanent gen regression to 4 from of 6, because youre still punished even if you get unique hook stages.

  • This mentality of "killers are whiny" and "survivors are whiny" is rankly, exhausting. Both sides are a bunch of babies that want to win every game. Its not mutually exclusive to survivors or killers.

  • Hag is dead, in fact I'd say most low tier killers are dead. Killers are now punished heavily for playing too well while survivors get like 3 more second chances and even more free basekit perks while killers get (conditionally)… a small haste buff (not every killer benefits from haste, this will be useless for a few of them), worse bbq and pop (the pop comes with the caveat of most gen regression perks being nerfed into the ground. awesome)

    Also a sneaky monitor & abuse nerf to low terror radius killers for whatever reason.

  • Ohh.. I played PTB and came to the conclusion that I delete this game.

    I play both as a survivor and as a killer and I feel very unpleasant to play for either role. As a survivor I feel terrible, because I don't have to try, I don't have to learn, I don't have to be better... no. On PTB against me and other players, the killers frankly left the match, did 2 hooks at most and I won't say that I'm a strong player. I don't want to take part in it. As a killer... I played a few games after waiting for a long time in the lobby... and immediately after that, I realized that Dbd was over for me. These updates will still bring changes to the game. You will make it happen. I am just one player, but you know, there were ~72,000 players online on STEAM, and it quickly dropped to ~60,000. I saw negative reviews, and I was blocked in the community... and let's not even talk about the Chinese community... oh no. I am tired. I've been in this game since 2020, and it's time for me to leave.

    I disappeared into the Fog forever.

  • @ThatRyanB said:

    Bug Fixes

    Audio

    • Fixed an issue where the Pharmacy perk would remove chest SFX.
    • Fixed an issue where The Dark Lord's Wolf Form would be silent.
    • Fixed an issue where The Twins' chase music was missing for survivors when chased by Victor.
    • Fixed an issue where The Twins' chase music would not stop when switching from Victor to Charlotte in a chase.
    • Fixed an issue where The Good Guy's Trial win voiceover would trigger every time a Survivor died.
    • Fixed an issue where the "Geralt of Rivia" outfit voiceover at the start of a Trial would not trigger when playing against The Animatronic.
    • Fixed an issue where Rick and Michonne Grimes' voiceover at the start of a Trial would not trigger when playing against The Animatronic.
    • Fixed an issue where The Houndmaster's stunned voiceover would not play.

    Bots Improvements

    • Fixed an issue where bots were unable to move when a player disconnected in specific locations.
    • Fixed multiple issues where bots would vault at undesired times.
    • Survivor bots will now crawl toward pallets instead of toward other Survivors.

    Characters

    • Fixed an issue where certain VFX wouldn't play when switching between cosmetics.
    • Fixed an issue where The Trapper's "Iridescent Stone" add-on would not arm the last trap.
    • Fixed an issue where generators would not be highlighted white for The Knight when ordering a guard to break them.
    • Fixed an issue where certain Killer power icons would not become transparent during cooldown.
    • Fixed an issue where dying Survivors would be missing animations and movement from other players' perspectives after being discovered by The Knight's Carnifex.
    • Fixed an issue where status effects belonging to The Twins' Charlotte would be displayed while controlling Victor.
    • Fixed an issue where The Knight's Guard would not de-spawn when a Survivor picked up the Standard.
    • Fixed an issue where certain Nightfall VFX would not display from the Spectator POV when watching The Dredge.
    • Fixed an issue where The Nemesis' Tentacle Strike could hit Survivors crouching behind windows.
    • Fixed an issue where The Knight's Guards would struggle to navigate between tables and chairs in the Freddy Fazbear's Pizza map.
    • Fixed an issue where The Hillbilly could completely turn around when breaking a door while using the LoPro Chains add-on.
    • Fixed an issue where The Animatronic would slide toward the hook from another Survivor's perspective when hooking a Survivor.
    • Fixed an issue where The Knight's Jailer would have a delay before beginning to chase a Survivor.
    • Fixed an issue where The Animatronic's Fire Axe would disappear from a Survivor upon entering and leaving a locker.
    • Fixed an issue where Security Doors would not be highlighted in yellow if The Animatronic entered one while a Survivor was teleporting.
    • Fixed an issue where The Lich would display unselected spells after quickly choosing several.
    • Fixed an issue where smoke color would display incorrectly in the Spectator's HUD when watching The Clown.
    • Fixed an issue where The Lich's Dispelling Sphere could become stuck on his model.
    • Fixed an issue where The Knight's Guards would take a longer-than-intended path when a Survivor vaulted.
    • Fixed an issue where Broken Keys obtained from The Lich's Treasure Chests would not work.
    • Fixed an issue where The Executioner's Punishment of the Damned trail VFX would appear off-centered.
    • Fixed an issue where Survivors afflicted with The Animatronic's Fire Axe could not unhook other Survivors.

    Environment/Maps

    • Fixed an issue in the Badham Preschool map where players could not drop through a hole.
    • Fixed an issue in The Underground Complex map where invisible collisions blocked the navigation of players.

    Perks

    • Fixed an issue where Knock Out would remain inactive after dropping a Fragile Pallet.
    • Fixed an issue where the first wiggle skill check after being grabbed off a generator by a Killer with Unnerving Presence would be smaller than intended.
    • Fixed an issue where Finesse would not go on cooldown if a vaulted pallet was destroyed by a Killer's power.
    • Fixed an issue where Survivor auras were not revealed to the Killer when Blood Warden was equipped.
    • Fixed an issue where leaving a locker with Head On could be blocked by another Survivor.
    • Fixed an issue where players could get stuck when using Plot Twist at the same time they were grabbed by The Animatronic.

    Platforms

    • Fixed an issue where input settings were incorrectly applied to newly created accounts.

    UI

    • Fixed an issue where the "Lisa Garland" outfit was missing an earring in her in-game portrait.
    • Fixed an issue where the fire wings would not show up on The Wraith's "Phantom of Vengeance" outfit in the Store icons.
    • Fixed an issue where quest tooltips would still show their prerequisite quest needs despite being already unlocked.
    • Fixed an issue where declining a party join request would not send a confirmation popup to the requesting player.
    • Fixed an issue where the virtual keyboard would not load when adding a friend on Xbox touch interfaces.
    • Fixed an issue where the matchmaking popup would display the wrong text.
    • Improved animated smoke shader on tooltips.

    Miscellaneous

    • Fixed an issue where the game could softlock on the Tally Screen.
    • Fixed an issue where spamming the ready button could result in a connection error message.
    • Fixed an issue where the Fragile Pallet animation would not transition from the downed to upright position.
    • Fixed an issue where certain Survivors would not play voiceover related to crows when surrounded by AFK crows.
    • Fixed an issue where Fog Vial VFX would display incorrectly when falling after use.
    • Fixed an issue where some users could not unlock the Lost All Hope achievement.

    So after having time to properly try these changes and stew on them my thoughts have not changed from my immediate fears upon seeing these changes before i saw numbers, infact my fears are worsened.

    I am using "you" to signify the developer overall not the community manager. You have Developed the new system in such a way where as a killer it is physically impossible for you to regain pressure or even secure 1 kill in the later parts of the game. I cannot even secure a kill in end game with new basekit bt changes if I get hard gen rushed. If I am playing agaisnt a full gen perk squad or even 2 I am punished for trying to regain pressure at 3 or even 2 gens by trying to kill a survivor without making the game easier for everyone else. I am constantly put into spots where I am forced to lose or I lose harder. You have pushed these changes to live and done less than nothing to address why tunneling has once again become the dominant strategy, you infact made it harder to play the game for the lower power killers by nerfing every gen regression perk because apparently base kit pop goes on every killer warrants a nerf to most of the other popular gen regression perks.

    As for the slugging I think there is good here, there is a good idea, but 90 seconds on the floor for unlimited unbreakable is not ok thus is coming from a p100 oni player, the trade of 12.5%~ power does not equate to being hard punished for playing my killer the optimal way.

    Imagine if this was pitched the other way. "Gens take 150 seconds now, the killer gets an audio que when a gen passes 50% oh and we got rid of deja vu, resi, prove, removed all toolboxes and we buffed all gen regression perks." This would not slide in any capacity. This blatant favoritism towards one side that cause an en masse hemorrhaging of killer players is how we end up with band aid fixes like eruption again.

    Please I urge you to heavily reconsider these changes. I think in current state this is not the way to prevent tunneling, you should just deincentivize the play style to start, not punish, while you take a step back and look at the true reason why killers tunnel.

  • just make nurses calling work for your whole terror radius, that would make it actually worth running.

  • yes, address why tunneling can be the correct and needed play style in some scenarios, while punishing people who hard tunnel. Getting a kill after hooking three seperate survivors at least once isn’t tunneling. Make these changes only affect the first gen or two if you’re really wanting to stop “tunneling” and the no regression penalty only for hooking one survivor three times in a row. Same with slugging changes, make them only come into affect if more than half the remaining survivors are slugged. Changes as is just push killers players who want to compete into playing the same killers nobody likes playing against. Trying to force all killers to get the majority of their gen regression from kicking gens is also doing this while giving survivors the ability to use perks to literally stop a killer form being able to kick a gen.

  • We will see what goes live, but at the moment some issues need to be addressed.

    I didn't play myself but watched a lot of streams and issues that appeared urgent to me to be fixed asap before live:

    1. The slugging mechanic basically starts right when someone gets downed. Survivors who play actively towards situations where the killer cannot pick up instantly, get rewarded while the killer gets punished into lose-lose situations (slugging prevention build up or getting blinded/pallet-stunned). If you down a survivor vaulting a window or pallet, it also sets in instantly. That is not slugging, that is a killer in need of breaking the pallet or vault a window before even being remotely able to pick up. You need to give killers a little idle time of like 5 seconds or something.
    2. It is completely unclear in certain situations if and why the anti-tunneling punishment (kicks and regression blocked) sets in and when it doesn't. One issue is luck offerings and that survivors can basically force situations with those luck offerings (put themselves into 2nd hook stage), where they either cannot be touched anymore even when running around right in front of the killer (and when downed it also activates anti-slugging) or if they are, the anti-tunneling punishment sets in. Not due to a killer desperately hard-tunneling, but because of a survivor abusing this mechanic.
    3. What in the everfreaking hell were you thinking regarding Myers? He is Chucky-Pig now. Why did you take almost everything of the scariness and eerie basekit away and made him this action-based? ._.
  • @KiddingJust said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994187#Comment_3994187

    Tenacity being made useless overnight despite being an already niche perk thats only really good with unbreakable or soul guard / conviction is insane, the BHVR devs wont listen, its just embarassing

    Tell me you didn't read the patch notes without telling me you didn't read the patch notes

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994257#Comment_3994257

    These aren't bad changes though. Yes, it would be a shame if killers ended up in a bad spot and it took months for BHVR to do something about that, but these changes are definitely healthy for the game. Also, I wouldn't be surprised if killers already got buffs after the ptb if people that actually test these changes agree that killer will be too weak.

    That's not the point. You said if Killers end up being too weak, it can just be changed later. We shouldn't have to see heavy handed changes like this and just hope Killers like Hag, Trapper, Legion, etc. get buffs months down the line to compensate. These changes won't hurt Killers that are already really strong because of mobility or map pressure, but anyone lacking that gets hit pretty hard.

  • This content has been removed.
  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994248#Comment_3994248

    long gone are the days of unemployed killers bleeding people out then going afk !!!!! ive said for years dont be surprised when bhvr implement counters to slugging and tunnelling and its finally here xdd if it isnt the consequences of their actions.

    a lot of good changes ! dbd could soon be fun again

    @ devs, you talked a lot about "polite feedback" on the PTB stream today. I would take note of the "politeness" exhibited by members of the community who asked for changes like the ones you're planning on implementing. To reiterate, this changes carter toward your more entitled players

  • @[Deleted User] said:

    We will see what goes live, but at the moment some issues need to be addressed.

    I didn't play myself but watched a lot of streams and issues that appeared urgent to me to be fixed asap before live:

    1. The slugging mechanic basically starts right when someone gets downed. Survivors who play actively towards situations where the killer cannot pick up instantly, get rewarded while the killer gets punished into lose-lose situations (slugging prevention build up or getting blinded/pallet-stunned). If you down a survivor vaulting a window or pallet, it also sets in instantly. That is not slugging, that is a killer in need of breaking the pallet or vault a window before even being remotely able to pick up. You need to give killers a little idle time of like 5 seconds or something.
    2. It is completely unclear in certain situations if and why the anti-tunneling punishment (kicks and regression blocked) sets in and when it doesn't. One issue is luck offerings and that survivors can basically force situations with those luck offerings (put themselves into 2nd hook stage), where they either cannot be touched anymore even when running around right in front of the killer (and when downed it also activates anti-slugging) or if they are, the anti-tunneling punishment sets in. Not due to a killer desperately hard-tunneling, but because of a survivor abusing this mechanic.
    3. What in the everfreaking hell were you thinking regarding Myers? He is Chucky-Pig now. Why did you take almost everything of the scariness and eerie basekit away and made him this action-based? ._.

    As my name implies I’m an Xbox player so I haven’t gotten to test him personally but after watching some streams here’s my take. he has on demand undetectable, the scary and creepy is still there if that’s how you want to play him. Yes I’ll miss his gigalunge but what other power would you prefer they give him than this? Being able to run around and down a whole team with 1 T3 and some add ons was a little busted and wouldn’t even be that viable with the slugging changes as they are.

  • they could just fix the issue with "makes the new experince harder" by updating the tutorial or giving you the guide INGAME as an option to read through.

    they already got pratice games and hints/tips on what is happening. do that and that complain is shot down.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994207#Comment_3994207

    To be fair, most complaints about Gen Speeds are not really reasonable.

    The problem isn't the time it takes to repair, but the difficulty. It's very easy to repair, even a monkey can do it.

  • This is really bad. You are buffing strong killers and nerfing weak ones. These changes like basekit bbq will shred on A and S tier. Kiss 75% of your killer roster goodbye because they are never getting played again.

  • @GreasyToes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994395#Comment_3994395

    Tell me you didn't read the patch notes without telling me you didn't read the patch notes

    I skipped through before i went out, if theres something im getting wrong feel free to correct me, I do feel as if a lot of perks will kind of lose their niche, i made this based on my understanding

  • @TheD0uche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993593#Comment_3993593

    So after having time to properly try these changes and stew on them my thoughts have not changed from my immediate fears upon seeing these changes before i saw numbers, infact my fears are worsened.

    I am using "you" to signify the developer overall not the community manager. You have Developed the new system in such a way where as a killer it is physically impossible for you to regain pressure or even secure 1 kill in the later parts of the game. I cannot even secure a kill in end game with new basekit bt changes if I get hard gen rushed. If I am playing agaisnt a full gen perk squad or even 2 I am punished for trying to regain pressure at 3 or even 2 gens by trying to kill a survivor without making the game easier for everyone else. I am constantly put into spots where I am forced to lose or I lose harder. You have pushed these changes to live and done less than nothing to address why tunneling has once again become the dominant strategy, you infact made it harder to play the game for the lower power killers by nerfing every gen regression perk because apparently base kit pop goes on every killer warrants a nerf to most of the other popular gen regression perks.

    As for the slugging I think there is good here, there is a good idea, but 90 seconds on the floor for unlimited unbreakable is not ok thus is coming from a p100 oni player, the trade of 12.5%~ power does not equate to being hard punished for playing my killer the optimal way.

    Imagine if this was pitched the other way. "Gens take 150 seconds now, the killer gets an audio que when a gen passes 50% oh and we got rid of deja vu, resi, prove, removed all toolboxes and we buffed all gen regression perks." This would not slide in any capacity. This blatant favoritism towards one side that cause an en masse hemorrhaging of killer players is how we end up with band aid fixes like eruption again.

    Please I urge you to heavily reconsider these changes. I think in current state this is not the way to prevent tunneling, you should just deincentivize the play style to start, not punish, while you take a step back and look at the true reason why killers tunnel.

    Very Well put

  • Just want to put my 2 cents somewhere that might actually reach the devs:
    Overall, I understand the intention of this PTB, but I think it's very overtuned and too restrictive.

    My biggest concern in the anti-tunnel having way too much added to it, that it flattens the available plays for killer and makes this a very boring game.

    Generally, I think artificial punishments are bad, and gatekeeping information feels iffy.

    I think the Elusive status effect and unhook buffs are good! Keep that! Also keep the rewards for not tunneling. But remove the punishments. The unhook buffs will make tunneling take longer, which adds a natural consequence of time lost. This allows each killer to analyze the cost/benefits of tunneling in that specific game, and will reduce tunneling overall, without micromanaging how killers play. Natural consequences feel better and are easier to understand, the artificial punishments not only feel bad, but are overly complex and hard to understand.

    Tunneling may not be fun for Survivors, but THIS is not fun for Killers. And BOTH sides matter. Especially for new players.

    Blocking out the HUD isn't the worst, but honestly just feels super confusing and disorienting, especially if you look at it from a brand new killer's POV.

    I'm hoping that this PTB is intentionally very strong to test all the options and get all the feedback. Sending it as is…. this strong…. would be more problematic than the current tunneling/slugging issue.

  • @pandorayr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994215#Comment_3994215

    The problem isn't the time it takes to repair, but the difficulty. It's very easy to repair, even a monkey can do it.

    Not really. Even if you would make it more difficult, this would only affect people who are not that good at the game. And if players complain about Gen Speeds, they dont complain about those players.

  • So, from playing the PTB... A little bit lol, the anti-slug and tunnel changes in my opinion just need number tweaks and few smaller reworks:

    1. No recovering and moving at the same time

    2. 4 hooks instead of 6 for the gen speed bust, you can kill someone before 6 hooks without tunneling at all

    3. Blocking gens shouldn't work when it happens at 2 gens and below

    4. Bigger benefits for weak killers with no mobility like Trapper and Ghostface, like 15/20% haste

    5. Haste should maybe end after breaking 2 pallets or not end by breaking at all.

    Hmm I think that's it, maybe will find some other things. Now Krasue:

    1. Pallet vaulting, it just can't work, Chucky scamper and Kaneki are great examples of that, you can't really balance it cause it's or so weak that it doesn't do anything, maybe once in 100 years or a free hit. Just make her destroy pallets in head form

    2. Going from head to human form should be bit faster

    3. Maybe a bit more control of the lunge or longer range

    4. Might be me but the speed ability doesn't feel like it speeds you up at all but maybe it's just me. A bit faster movement or a bit faster recharge cause it's quite long

    I think that's it, again, might find more things that suck.

    Oh ye, Dracula changes are bad, the bat is nicer, wolf doesn't feel much different but the hellfire nerfs are quite bad and the addons are also bad, buffing the useless and nerfing the decent/good addons is not the way. I don't see why casting the hellfire got nerfed where wouldn't the cancelling be an issue? The speed loss from casting is already massive, I don't get it. The buffs for it are nice tho, like smaller cooldown (even tho it's 0.5 seconds lol) and extra pillar.

    Everything else seems okay tho nerfing Leverage when the meta is very fast healing, buffing another heal perk and a perk that makes exhaustion faster and stacks with Vigil? Idk, seems like a bit much. Also, there should be something for The Twins, the anti slug effects them the most, maybe Charlotte will always be few meters away from Victor kinda like Snug just much further or Victor could grab survivors by their leg and the Entity would hook the survivor

  • Adding more pallets? Now survivors won't need to think as much during chases.

    And still we got Gideon, don't forget, where is pallets on top of pallets.

  • @ThatRyanB said:

    Bug Fixes

    Audio

    • Fixed an issue where the Pharmacy perk would remove chest SFX.
    • Fixed an issue where The Dark Lord's Wolf Form would be silent.
    • Fixed an issue where The Twins' chase music was missing for survivors when chased by Victor.
    • Fixed an issue where The Twins' chase music would not stop when switching from Victor to Charlotte in a chase.
    • Fixed an issue where The Good Guy's Trial win voiceover would trigger every time a Survivor died.
    • Fixed an issue where the "Geralt of Rivia" outfit voiceover at the start of a Trial would not trigger when playing against The Animatronic.
    • Fixed an issue where Rick and Michonne Grimes' voiceover at the start of a Trial would not trigger when playing against The Animatronic.
    • Fixed an issue where The Houndmaster's stunned voiceover would not play.

    Bots Improvements

    • Fixed an issue where bots were unable to move when a player disconnected in specific locations.
    • Fixed multiple issues where bots would vault at undesired times.
    • Survivor bots will now crawl toward pallets instead of toward other Survivors.

    Characters

    • Fixed an issue where certain VFX wouldn't play when switching between cosmetics.
    • Fixed an issue where The Trapper's "Iridescent Stone" add-on would not arm the last trap.
    • Fixed an issue where generators would not be highlighted white for The Knight when ordering a guard to break them.
    • Fixed an issue where certain Killer power icons would not become transparent during cooldown.
    • Fixed an issue where dying Survivors would be missing animations and movement from other players' perspectives after being discovered by The Knight's Carnifex.
    • Fixed an issue where status effects belonging to The Twins' Charlotte would be displayed while controlling Victor.
    • Fixed an issue where The Knight's Guard would not de-spawn when a Survivor picked up the Standard.
    • Fixed an issue where certain Nightfall VFX would not display from the Spectator POV when watching The Dredge.
    • Fixed an issue where The Nemesis' Tentacle Strike could hit Survivors crouching behind windows.
    • Fixed an issue where The Knight's Guards would struggle to navigate between tables and chairs in the Freddy Fazbear's Pizza map.
    • Fixed an issue where The Hillbilly could completely turn around when breaking a door while using the LoPro Chains add-on.
    • Fixed an issue where The Animatronic would slide toward the hook from another Survivor's perspective when hooking a Survivor.
    • Fixed an issue where The Knight's Jailer would have a delay before beginning to chase a Survivor.
    • Fixed an issue where The Animatronic's Fire Axe would disappear from a Survivor upon entering and leaving a locker.
    • Fixed an issue where Security Doors would not be highlighted in yellow if The Animatronic entered one while a Survivor was teleporting.
    • Fixed an issue where The Lich would display unselected spells after quickly choosing several.
    • Fixed an issue where smoke color would display incorrectly in the Spectator's HUD when watching The Clown.
    • Fixed an issue where The Lich's Dispelling Sphere could become stuck on his model.
    • Fixed an issue where The Knight's Guards would take a longer-than-intended path when a Survivor vaulted.
    • Fixed an issue where Broken Keys obtained from The Lich's Treasure Chests would not work.
    • Fixed an issue where The Executioner's Punishment of the Damned trail VFX would appear off-centered.
    • Fixed an issue where Survivors afflicted with The Animatronic's Fire Axe could not unhook other Survivors.

    Environment/Maps

    • Fixed an issue in the Badham Preschool map where players could not drop through a hole.
    • Fixed an issue in The Underground Complex map where invisible collisions blocked the navigation of players.

    Perks

    • Fixed an issue where Knock Out would remain inactive after dropping a Fragile Pallet.
    • Fixed an issue where the first wiggle skill check after being grabbed off a generator by a Killer with Unnerving Presence would be smaller than intended.
    • Fixed an issue where Finesse would not go on cooldown if a vaulted pallet was destroyed by a Killer's power.
    • Fixed an issue where Survivor auras were not revealed to the Killer when Blood Warden was equipped.
    • Fixed an issue where leaving a locker with Head On could be blocked by another Survivor.
    • Fixed an issue where players could get stuck when using Plot Twist at the same time they were grabbed by The Animatronic.

    Platforms

    • Fixed an issue where input settings were incorrectly applied to newly created accounts.

    UI

    • Fixed an issue where the "Lisa Garland" outfit was missing an earring in her in-game portrait.
    • Fixed an issue where the fire wings would not show up on The Wraith's "Phantom of Vengeance" outfit in the Store icons.
    • Fixed an issue where quest tooltips would still show their prerequisite quest needs despite being already unlocked.
    • Fixed an issue where declining a party join request would not send a confirmation popup to the requesting player.
    • Fixed an issue where the virtual keyboard would not load when adding a friend on Xbox touch interfaces.
    • Fixed an issue where the matchmaking popup would display the wrong text.
    • Improved animated smoke shader on tooltips.

    Miscellaneous

    • Fixed an issue where the game could softlock on the Tally Screen.
    • Fixed an issue where spamming the ready button could result in a connection error message.
    • Fixed an issue where the Fragile Pallet animation would not transition from the downed to upright position.
    • Fixed an issue where certain Survivors would not play voiceover related to crows when surrounded by AFK crows.
    • Fixed an issue where Fog Vial VFX would display incorrectly when falling after use.
    • Fixed an issue where some users could not unlock the Lost All Hope achievement.

    As a 50/50 killer/surv player, the PTB numbers need some adjusting:

    image.png

    Why I Suggest These Changes:

    6 hooks is a sacrifice in mid-late game (2-3 gens popped) when the turning point of the match is. This is far too late in the match to consider that someone is being "tunneled" and when the SURVs and Killer SHOULD be fighting for control of the match. 25% repair speed is insane considering this. This would be better in situations which are definitively tunneling (3-4 hooks, 3 or more remaining gens).

    The unique hook haste buff is too low for killers like Ghostie and Trapper who can’t cross large maps. Up the duration to 20 seconds and it should be fine if it disables during chases.

    Basekit bbq is nice but it should apply to all survivors except last person hooked.

    Next I would suggest the anti-tunnel SURV buffs to last for 10-15 seconds (even less after a new survivor is hooked). This would ensure the mechanic disables when a SURV is out of danger and can’t be kept for any other purposes.

    One other thing: anti-slug bar should reset once you have gotten up and are fully healed/conspicuous actions.

    Do not block generators from regressing or being kicked. Dropping the gen-kick limit and disabling gen-regression perks would be sufficient to punish "tunnelers" while also not ending a match if someone accidently activates this through basekit Moris (like Condemn or Tombstone).

    I really enjoy the new elusive status effect. As someone who runs lucky break/overcome this is more then enough to escape from being unhooked. Way too generous with the time on that.

  • I still think it’s awful that killers are supposed to avoid camping/tunneling/slugging because it’s unfun for survivors, but killers are still expected to deal with pallet saves, hook sabotages, and other hook denial mechanics.

    All of the “playing nice” killer rewards are terrible. We get nerfed BBQ, nerfed Pop, and haste that doesn’t last long enough to actually get to the next survivor.

    Killers should get the ability to remotely hook a survivor, off the ground, to a random hook, like the ability from the first 2v8.

    Instead, we get told that slugging is a major problem…. but only when it negatively affects survivors. But it’s totally cool when slugging negatively affects killers.

  • @SoGo said:

    Ok, so I will write down my initial thoughts before giong to test the changes.

    Tunneling nerfs:

    1. Survivors don't need the aura reveal on killers nor the immunity from Killer Instinct. It's just overkill and not really effective either.
    2. Not being able to see the hook status or the hook aura will fool exactly nobody. People can retain information. Might as well not do this.
    3. The Haste is NOT necessary. Do not overdo this. The extra gen regression seems high, but since perks are getting nerfed in return, it should balance out.
    4. The tunneling penaties will end up very nasty if kept unchecked. I would restrict the repair speed boost to deaths on 4 and less hooks, and not do the other one at all.

    Slugging nerfs:

    1. All fine, aside one thing. The self recovery shouldn't be infinite after you get it. That will make Power Struggle hell.

    Good that you are fixing dead zones. Next up, please decrease ths number of god pallets.

    Perks:

    1. Survivor perk changes are all fine. The Hope nerf seems odd, but otherwise good stuff.
    2. THANK YOU for Ruin and All-Shaking Thunder buffs. I adore them!!
    3. Deerstalker could be left as is. Twins need it. Same with Leverage, it's not that crazy.
    4. WHY are you buffing Monitor in a way that ONLY benefits S or A tier killers with big TR? The small TR killers need that way more.
    5. Please, make it so Eruption only eats one gen kick instead of two, please. It will go to crap if this won't happen.

    Lower tiers could benefit from more haste to help with crossing the map. Killers that can teleport or have high mobility don't really need it at all. While you may not think it's necessary, giving a good amount of haste with a good time frame for lower tiers will bring more of them out. M1s in particular could benefit from 10% haste for like 20-25 seconds so that they can move across the map and get the gen regression in or start a new chase. The gap between the benefits for low-tiers and high-tiers is simply not enough in the PTB as is.

    The extra gen regression is 20% of CURRENT progression, not total. So it's not as good as it sounds.

    The tunneling penalties need changes to both the numbers and methods. Instead of 6 hooks, you could do 4 max or cap it at generators (3 or more gens remaining).

    The blocking generators & gen-regression perks is too harsh. You could MAYBE get away with reducing gen-kick limit, if you still wanted some kind of double-hook kill penalty.

    As for picking yourself up, I completely agree. The progression needs to reset with fully healed or conspicuous actions at the very LEAST.

    I like the ruin buff, but the nerfs to other gen perks is not called for considering the kick buff is 20% of CURRENT progression. If they want people not to tunnel/slug, reducing the gen-perks is NOT the way.

  • @FoxGhoul said:

    Change the Tunneling Penalties to-

    When a Survivor dies to a hook action or Mori before 4 total hook states, the remaining Survivors gain a 15% repair speed bonus.
    When a Survivor that was previously hooked is Killed or Sacrificed, the Killer loses the ability to block, damage, or regress generators by any means.

    I'd say that the penalty for double-hooking kill should NOT be permanent blocking. Reducing gen kick limit for all gens from 8 to 4 would be better, especially if you blocked gen-regression perks.

  • Survivors can get unhooked work on a generator in the killers face, and have no consequence to it not. If they down you and hook you they get punished. If they slug you they get punished, if they ignore you the gen pops...…

    Fun and interactive gameplay for the killer I guess.

    This literally just babies had survivors

  • Yo

    I have played on PTB and here is some thoughts.

    Anti Slug looks great, the idea o 90s is a lot. If survivors is slugged for 90s they deserve some kind of way to get back to game. During PTB there wasnt a single time I could use it since I wasnt slugged for that much. For over 10 games I remember only 1 person use it once.

    I belive that tenacity shouldnt be a base kit.

    Regarding anti-tunnel where the things goes crazy i believe that overall direction is great. I know that killer mains is going to cry a lot about gen rushing and "punishing for doing their job". But this same killers dont understand that doing gens are also doing survivors job and doing gens was nerfed in the past couple time. From 65s repair time move to 90s. Please killer remember that coz thats only begining.

    Years ago there wasnt a mechanism where entity block windows after 3 vaults in chase, so survivors has doing their job of surviving and this was also nerfed.

    Years ago shack has two windows, haddonfields was so survivors sided with multiple infinities, balance landing give no stagger. All of those was for survivor doing their job which is survive. Do survivors cry about those changes? yes, but was those changes good for the game? YES.

    So honestly killer mains. Are you want to give us 65s gens and no windows block in exchange of no anti tunel changes? lets be honest!

    Btw. you have so much time to change the way you play, and you still go easy way instead of learning how to play better. Survivors has to adapt to new reality a lot, now this time has come for killers.

  • @Slan said:

    Adding more pallets? Now survivors won't need to think as much during chases.

    And still we got Gideon, don't forget, where is pallets on top of pallets.

    Let’s not forget Hawkins. People seem to forget how many pallets are on that map. Most of them are decent too.

  • https://youtu.be/sCrvIwrkksw?si=8Q0Fw50yK2tXYMi3

    watch this video BHVR, I honestly might quit the game if these changes go through and a lot of other people will too, this video explains exactly why in very perfect detail

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