9.2.0 | PTB Patch Notes
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.
- All characters you have unlocked via Steam will be unlocked on the PTB, including any new character(s) introduced in this update.
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.
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.
- 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.
- Ghost Notes
- While you have Exhausted, your scratch marks disappear 50/50/50% faster.
- You recover 5/7.5/10% faster from Exhausted.
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
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
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
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.
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).
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).
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).
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.
Please refer to the reply below for a list of bug fixes.

Comments
This was such a. Good analysis
You want to remove the hooking process, a huge part of the gameplay, in exchange for certain players being deincentives (but not stopped) from using certain tactics?
BHVR wants to massively lower Tunneling AND Camping AND Slugging, which collectively is a way way way bigger part of gameplay. I think it's completely fair for killers to get their slugging frustrations fixed too.
If BHVR is going to tell killers that slugging is bad, and they should hook survivors instead….. then it's completely fair for BHVR to actually help killers to hook the survivors.
Killers should only be punished for slugging if it's the killer's choice to slug, and remote hooking would ensure that it's the killer's fault if they slug. Keep in mind that killers would only get this option if they were spreading hooks, so killers would have to earn the ability by "playing nice".
Hooking is supposed to be a challenge. I don't like hook denials, but you also don't get the hook just because you got the down. If someone brings Boil Over and I can't get to the hook, I dump them on the ground. Sucks, but they outdid me with a perk. Likewise, when someone tries to blind me, they can't, because I have Lightborn. Sucks, but I outdid them with a perk.
But these are not comparable. Hooking is something that occurs in 99.99% of games. It's what you're supposed to do. The only ones where it doesn't occur at all is if the killer is outrageously toxic and let's everyone bleed out. Slugging, tunneling, and camping aren't built-in the way hooking is, and aren't even common in comparison.
I mean, talk about handholdy. I don't know what is more handholdly than an instahook.
My impressions after playing on the PTB yesterday;
The Tunneling-reduction and Slugging-reduction mechanics, as currently implemented are A) too punishing to the killer for merely doing their objective, even when not tunneling, and B) easily exploitable by the survivor players.
One of the most notable experiences I had on yesterday's PTB was the following.
This team's strat was, after the first person got hooked (well call them Surv. A), while I was chasing a different injured survivor (Surv. B), they'd run Surv. A in to follow us, wait for me to down Surv. B, then the previously hooked Surv A. would dive in and start the pick up action in my face. If I downed Surv. A, as I should, they'd both immediately try to crawl on top of each other, trying to force me to pick up Surv. A. Meanwhile, a third survivor (Surv. C) would wait nearby to sabo while I assume the fourth was banging out gens (given how fast the gens were flying).
Why you ask?
--If I hook the previously hooked Surv. A, the team leaves Surv. A on hook to die, and I can't regress gens because they died and were the last one hooked.
--If I do nothing, Surv. A picks up Surv. B literally in my face.
--If I manage to pick up Surv. B, Surv. C is ready to sabo while Surv. A crawls away where I can't find them and gets up.
So far I've seen some iteration of this kind of strat, whether through sabo or flashlight teams, in the majority of the killer games I played yesterday, and it was only day one of the PTB. Folks downplaying the severity of these changes are doing themselves and others a disservice. These changes force killers into lose/lose situations even when playing fairly, and arguably especially when they are playing fairly.
Hell, Otz posted a clip where he had 7 total hooks at 1 gen left. He stumbles on the survivor who had just been hooked working on a gen with a lot of progress, downs them, hooks them, and boom. The gens block and he can't regress them. He had been playing fairly and spreading hooks throughout the match, too.
Do not implement these changes BHVR.
A follow up observation;
I also saw survivor players have already figured out how to abuse the "no-collision-after-unhook mechanic." Before the PTB, I believe it was Scott Jund that suggested it might be possible for the survivor with no collision to try and force the protection hit against their basekit unhook-endurance be getting "pixel perfect" inside the unhooker's hit box. It turns out, it's actually really easy for them to do.
The way it worked was, I hooked a survivor, and a second survivor runs in to farm them in my face. So, trying to avoid any tunneling mechanics, I choose to chase the unhooker as I should, even going so far as to walk through the no-collision survivor since they can't body block me (finally and thankfully) and I can chase the person I'm supposed to.
Instead, the unhooked survivor uses their unhook-Haste effect to outpace me, and run in the other survivor, forcing me into a situation where I have to either hit the one with no collision and both survivors run off while I'm stuck in the wipe animation, wait 30 seconds for their new basekit haste and endurance to go away just so I can hit the unhooker, or drop chase and try to find someone else.
This team repeated this about three times through the match, and on the second and third time even as I tried to outjuke them to get the hit on the unhooker, my attacks seemed to default to the one with no collision. I do not know if that was some sort of auto-aim mechanic, something to do with the overlapping hit boxes, or what have you.
You really think that remote hooking would be a bigger change than all the camping, tunneling, and slugging changes of this patch? Really?
You honestly don't think that all of these camping, tunneling, and slugging changes are a big deal, and they aren't massively affecting the killer's gameplay?
Very much so, yes, but I don't think they're comparable at all.
You play survivor, I know that. How often do you see hard tunneling and hook camping? Returning to the hook, yes, but outright camping? It's not super uncommon, but it's certainly not every match. And you can still return to the hook, you just have to remember where it is for yourself and check on it. And you have to go for the other person, which will be an easy choice, because they're the only one leaving marks now.
Now how often do you see hooking? Just about every match. How often does the hook denial happen? For me, as surv, not much, cause no one I play with is big on saves. As killer, it's rare for me because of Lightborn. I made the decesion to use a perk slot to not have to deal with saves.
And tunneling, slugging, and camping aren't going away. You can still slug, they can just [eventually] get up. You can still tunnel, your just gonna pay for it. And you can still camp. Not much has changed there if you keep the hook in sight.
Massively affecting the killers gameplay? How would anyone know when they haven't gone live yet? I think it will make some players adjust their gameplay, sure. But I'd rather adjust my gameplay as killer than be slingshotted back to the survivor lobby with 5k points or lay on the ground for minutes at a time with zero recourse.
Either slugging is bad, or it's not bad.
It's a massive double standard to say "slugging is bad when it negatively affects survivors, but it's awesome when it negatively affects killers"
And hook denial would still be in the game, for the killers that choose to tunnel survivors.
I would trade no basekit pop+bbq for no antitunel+antislug right here, right now, in a second
I never said it was awesome. Being on the ground for 90s isn't a benefit. It's still gonna suck, it's just not utterly hopeless now and you might be able to comeback from it. Killers can still slug for their own benefit. The survivor on the ground isn't doing anything useful. Repeated slugging with still cause a bleedout.
Remote hooking is too much like special events and totally lacks thrill. 2v8 is already a mindless actionfest. I don't want regular mode to lose all of its soul. We're already getting dsngerously close with so many basekit perks. It's like having built-in classes.
So the massive camping, tunneling, and slugging changes don't affect the game's "soul" at all, but the killer being able to counterplay slugging is the game "losing all of its soul"?????
Again, not everyone uses cheese tactics. But everyone hooks.
How does a killer counterplay slugging? Are survivors slugging themselves?
Survivors can force the killer to slug, and the killer sometimes has zero counterplay and is just forced to leave the survivor slugged on the ground. If slugging is really a "bad thing that needs to be fixed", then this slugging scenario should be fixed too.
Otherwise, we are just sending the message that the problem isn't slugging, and that the problem is that slugging is negatively affecting survivors.
So you mean the same scenarios as I mentioned, like Boil Over in dead zones, sabos, and flashlight saves?
According to my stats, my most used perks (by a huge amount), are Lightborn, Awakened Awareness, and Iron Grasp. I clearly don't like hook denials. But I choose to deny the denials with my build. And I accoet that denials are built-in with perks, toolboxes, and flashlights.
Before you hit me with, "You can counter slugging with perks too," the two sets of perks that do these two different things are totally different in strength. Unbreakable is one time use. No Mither has a massive downside. Boons can be easily snuffed. And even if you add Soul Guard, you're still going to likely get downed again pretty fast if the killer is commiteed to slugging. If they'd buffed anti-slugging perks by making Unbreakable endless and Soul Guard longer, we maybe could have not done this.
Meanwhile, there's nothing survivors can do to combat that trio of perks I mentioned and they're not even meta. You are simply unable to stop me from getting this hooking every time with zero downsides for me.
Guys relax these are QoL features. They are not balancing changes…Devs are looking specifically at anything implemented that drastically changes kill rates and in a negative manner. More than likely these changes will not be permanent.
It's possible to have the killer player experience to be completely miserable, and still have approximately a 60% kill rate. And that really feels like BHVR's current strategy. Giving survivors massive quality of life boosts, and then pretending that the 60% kill rate is their special gift to killers.
Some scenarios are literally impossible for the killer to hook the survivor. It doesn't matter what your perks are.
That would be so insanely rare with a build devoted solely to traveling to the hook. Again, not equivalent. I don't just get a lengthy slugging at least once in every batch of survivor matches I play, but I also get bled out regularly. Four minutes on the ground is much worse than losing one hooking out of dozens or even hundreds.
Therefore, the anti-slugging changes are way more impactful to the game than remote hooking.
And therefore, remote hooking isn't anywhere near as big of a change as the anti-slugging, anti-tunnel, and anti-camping changes. It's not that big of a deal, compared to all the stuff BHVR wants to change this patch, and therefore it won't "remove all soul" from the game.
I'm really saying the same thing over and over here.
Getting the person to the hook is part of the tension. Laying on the ground is the opposite of tension.
Every killer-player hooks. Not every killer-player slugs. Remote hooking affects every single player and every aspect of the game. Anti-slugging affects everyone, but only at specific times and in small ways, and revolves solely around killers who slug. And not even that drastically, because 90 seconds is plenty of time to pick someone up.
You aren't even going to feel these measures if you don't perform the actions. That's not the case for remote hooking.
This isn’t a fixation I've seen before. What has happened to make you not want to travel to the hook?
Honestly, there's too much to say about that update to really explain everything wrong with it, so I'll just leave this here until I muster the energy to make an essay myself.
https://www.youtube.com/watch?v=sCrvIwrkksw&t=1915sThis, while made in an angry state after a miserable experience in the PTB, is by a very experienced player & content creator (I'm sure many here are familiar with theMrHeadache, one of the best Xeno mains and creator of the Xeno guide, he was one of the most thorough critics when Xenomorph was almost gutted a while ago but didn't lose his mind and start throwing accusations either while giving suggestions to try to follow BHVR's reasoning for the changes while not gutting the Killer.) who played the PTB a lot and, in the span of a single day, was unfairly hit several times with lose-lose situations and weaponizing of the new measures (among other issues).
I'll just put a two cents: Even now in Live, when I know the general hook states of the Survivors thanks to the wheel and hook progress bar, when I try to purposefully go for 8 hooks & no kills I sometimes kill someone by accident because I forgot their hook state (especially if I end up against duplicate characters). People who want to tunnel aren't stopped by being misled by the HUD delay in the PTB, they proxy-camp and see the unhooking anyway. If you want to make accidental "tunnelling"/accidental early kills less common, then the HUD should do the opposite and show the Survivors' actual hook states. Again, a Killer determined to tunnel won't bother trying to do mental gymnastics to remember hook states anyway.
Edit after announcement: Good, it's back in the oven and those changes will come back later, polished and hopefully not being so heavy-handed and affecting non-tunnelling situations. There were some good ideas in there, but there was just not enough polish put into this first attempt at anti-slug and anti-tunnel. I honestly believe that such major changes should have their own PTB and not be overshadowed by a new Killer/Survivor(s).
It's literally the double standard of being told that slugging is bad, but only when it negatively affects survivors.
It's literally the double standard of being told that when slugging problems that negatively affect survivors are a MAJOR PROBLEM that needs big solutions, but slugging problems that negatively affect killers aren't important at all and killers should just deal with them.
If "tension" was so important to this game, then there shouldn't be anti-tunneling changes at all. Lowering the amount of tunneling lowers the amount of tension for a large portion of the game, because the survivors don't need to worry as much about getting removed from the game early.
The anti slugging changes also remove tension, because currently there is a risk that the killer could slug all the survivors, and win that way….. but with basekit unbreakable, the survivors don't have to worry anywhere near as much about that scenario, since they'll be able to pick themselves up if the killer takes too long. That's called removing tension away from the survivors.
Camping also creates tension for the survivors, because the survivors might worry they might not easily get a safe unhook.
The main difference is that when tension negatively affects survivors, it's bad and needs to be removed. But when tension negatively affects killers, then it's an important part of the game that needs to stay.
Cuz it's a dumb irrelevant pedantic bad faith point?
Tension and frustration aren't exactly the same thing. Chases are still tense. Hookings are still tense. Trying to finish a gen while a terror radius grows louder is still tense. If anything, slugging will be more tense for both sides because its not so one-sided. Killers will have to worry about losing their slug; survivors now have some hope of getting up but it will still be tense because you don't want to be found. And 90s is a long time.
But what is even comparable to slugging and tunneling by survivors towards killers? There's nothing a survivor can do to incapacitate or remove the killer's agency short of bully squads, who are too uncommon to base the game around and can be still combated.
https://www.reddit.com/r/deadbydaylight/comments/1n8j6rb/the_worst_part_about_otzs_showcase/
https://www.reddit.com/r/deadbydaylight/comments/1n89tcp/you_can_no_longer_punish_survivors_for_making/
https://www.reddit.com/r/deadbydaylight/comments/1n87152/this_update_does_not_spark_joy/
https://www.reddit.com/r/deadbydaylight/comments/1n7qxtv/i_dont_think_he_likes_the_new_changes/
It is interesting to see the posts on Reddit regarding the PTB vs the posts on the Official Forums.
With such a divide in commentary and perception across various platforms, I am genuinely excited to see what the final decisions are!
And here's the main issue.
You purposely define problematic behavior in a way that can only affect survivors, and then claim that is proof only survivor issues are important.
Because really, what people care about are things that are FRUSTERATING. That is the main thing that connects camping, tunneling, and slugging. And similarly, being forced to slug is frustrating for the killer.
Because survivors have been stomped for so long that it's just accepted and addressing it with any sort of objectivity seems impossible for many people, even people that play the role. I go into my survivor matches with a fatalistic view. I expect to die and am surprised if i don't. I don't bring that view to my killer matches. I'm surprised when I lose. This is a problem. I should be able to feel equal about both roles since I understand both roles equally.
I don't know what's going in your matches that's not going on in mine. But again, I stop hook denials myself. The most frustrating thing in my matches is endless exhaustion perks letting people just zoom away from chase.
The kill rates are supposed to eventually be the same before and after this patch, so fixing any survivor issues won't actually help a fatalistic view.
Instead, it would just shift what you're upset about. For example, if BHVR moves the kill rate back up to 60% by making maps much worse for survivors, then you'll just be fatalistic about the maps. If BHVR moves the kill rate back up to 60% by super buffing generator regression, then you'll just be fatalistic about generators. If BHVR moves the kill rate back up to 60% by buffing the killers themselves, then you'll just be fatalistic about the killers themselves.
Reference. There are also regional differences. In Japan, over 90% of players, regardless of platform or killer/survivor main, are upset with this update.
To begin with, the complexity of the game system has made it tougher for beginners, killers are finding it harder and harder to win matches even with advanced players, solo players are being intentionally abandoned, and some survivors are abusing the system and using themselves as bait and provocation because they are intentionally ignored by killers even when a hung survivor is spinning a generator in front of them. Some survivors exploit the system to repeatedly provoke the killer by taking the bait themselves.
The game has already collapsed.
Many people have declared that they will quit DBD if this content is implemented in the game as it is. Negative opinions from beginners to advanced players are in the majority.
Translated with DeepL.com (free version)
I'm fine with uneven maps. I'm fine with gens taking longer. Regression doesn't even need a buff. The overall time could be increased, and if people want to devote their builds to speeding it up, they can. And some killers absolutely need buffs, if not total reworks.
But I can't even TRY to win if I'm slugged. I'm not asking for free wins. I want matches that feel fair and close. 60% is fine, I just don't think that percent is evenly spread. There are people with 80%-90% KRs acquired through cheese tactics. Then there are killer-players under the 60%. They need the new buffs to move up.
In my killer matches, everyone is usually around until about the same time, because I spread hooks. Everyone gets time to engage. I prefer to see everyone have 20k+ points on the scoreboard. But other killers are fine with sending someone out with a less than 10k score. The fatalism isn't just about losing. It's about feeling like you didn't have a chance to play at all.
And you can still feel like you had a chance to play as survivor, if killers were able to remotely hook.
Your definition of what is fair to survivors, doesn’t require killers to manually hook survivors.
Thanks for providing a new/regional perspective.
I appreciate you taking the time to translate your thoughts to share them with me :3
You keep circling back to this remote hooking thing that isn't even on the table. It's like saying I want all killers to now be able to fly, which has nothing to do with any of the upcoming changes that are probably going to be obliterated anyway.
I learned a lot of opinions from the URL you posted here. Thank you very much.
I'm sorry if the translation is strange because I'm not good at English.
Let us face it: the best thing to happen at this point is that this whole anti-tunneling and anti-slugging thing gets postponed. It needs a rework, maybe even scrapping stuff partly or fully. But that is not the only reason.
The main reason I see: I have never witnessed the community being more divided by pending gameplay changes. I have also never seen more people all across the internet who claimed they will quit this game. That alone shows, that changes like these should be well-thought and be done very very carefully.
On top, after the last days I came to my personal conclusion, that the issues which mechanics like the ones on the PTB would address, do not even exist in this form.
Regarding the slugging: since the introduction of the abandon feature no one gets bled out for 4 minutes anymore as a whole group. Lying on the ground for 10 seconds or under a pallet is not slugging. The new changes but even consider the time someone lies on the ground, getting healed as slugging. This is ridiculous.
Regarding the tunneling: the only issue is HARD-TUNNELING. And this is not an issue of the game, but the players who decide to do so. The new mechanics will not change that, players who hard-tunnel will cobntinue to do so, because they do not care if this is unfun or feels bad.
Soft-tunneling, accidental tunneling (you just cannot find someone else for whatever reason), situational tunneling (securing at least that one kill in a bad game) or tunneling the guy who "just runs around in front of you all the time trying to shred your nerves" should NOT be punished at all under any circumstances.
Let us face it: the best thing to happen at this point is that this whole anti-tunneling and anti-slugging thing gets postponed. It needs a rework, maybe even scrapping stuff partly or fully. But that is not the only reason.
The main reason I see: I have never witnessed the community being more divided by pending gameplay changes. I have also never seen more people all across the internet who claimed they will quit this game. That alone shows, that changes like these should be well-thought and be done very very carefully.
On top, after the last days I came to my personal conclusion, that the issues which mechanics like the ones on the PTB would address, do not even exist in this form.
Regarding the slugging: since the introduction of the abandon feature no one gets bled out for 4 minutes anymore as a whole group. Lying on the ground for 10 seconds or under a pallet is not slugging. The new changes but even consider the time someone lies on the ground, getting healed as slugging. This is ridiculous.
Regarding the tunneling: the only issue is HARD-TUNNELING. And this is not an issue of the game, but the players who decide to do so. The new mechanics will not change that, players who hard-tunnel will cobntinue to do so, because they do not care if this is unfun or feels bad.
Soft-tunneling, accidental tunneling (you just cannot find someone else for whatever reason), situational tunneling (securing at least that one kill in a bad game) or tunneling the guy who "just runs around in front of you all the time trying to shred your nerves" should NOT be punished at all under any circumstances.
Let us face it: the best thing to happen at this point is that this whole anti-tunneling and anti-slugging thing gets postponed. It needs a rework, maybe even scrapping stuff partly or fully. But that is not the only reason.
The main reason I see: I have never witnessed the community being more divided by pending gameplay changes. I have also never seen more people all across the internet who claimed they will quit this game. That alone shows, that changes like these should be well-thought and be done very very carefully.
On top, after the last days I came to my personal conclusion, that the issues which mechanics like the ones on the PTB would address, do not even exist in this form.
Regarding the slugging: since the introduction of the abandon feature no one gets bled out for 4 minutes anymore as a whole group. Lying on the ground for 10 seconds or under a pallet is not slugging. The new changes but even consider the time someone lies on the ground, getting healed as slugging. This is ridiculous.
Regarding the tunneling: the only issue is HARD-TUNNELING. And this is not an issue of the game, but the players who decide to do so. The new mechanics will not change that, players who hard-tunnel will cobntinue to do so, because they do not care if this is unfun or feels bad.
Soft-tunneling, accidental tunneling (you just cannot find someone else for whatever reason), situational tunneling (securing at least that one kill in a bad game) or tunneling the guy who "just runs around in front of you all the time trying to shred your nerves" should NOT be punished at all under any circumstances.
Still the main issue with Hawkins is the windows and falls. They suck. It's balanced landing/lithe heaven. I feel like the pallets wouldn't be such an issue if they weren't backed up by the windows. Especially that god window in portal room.
The upcoming changes should be obliterated.
None of this was ever about the game feeling more fair… is always always about the game feeling more fair FOR SURVIVORS ONLY.
It was always about survivors getting massive massive changes to help them out, and killers getting absolutely garbage in return. Killers get nerfed BBQ that can be easily dodged and often shows zero survivors, they get nerfed Pop, and they get a bit of haste that's not enough to actually get to their next target. It's absolutely insulting that is considered a fair trade for completely changing camping, tunneling, and slugging.
Rewarding players for proper behavior is always better than punishing them for behaviors you don't like. I love rewarding killers for unique hooks, but those rewards need to be more universal and consistent. I would have preferred a small yet permanent boost for each unique hook, such as fire up, but toned down, and each unique hook is a token. It speeds you up in little ways and universally helps every killer. The unhook intangibility, tunneling punishment, etc, nearly everything else discouraging tunneling feels unnecessary to me when you could just reward killers for healthy behaviors you want to encourage. This would also help killers out and help to balance out the anti-slugging changes.
If killers want to tunnel they have got to find the survivor first. If an experienced survivor gets off hook, they're going to lay lower for a while to spread hooks out, run off somewhere and heal, and spend a bit of extra time to account for that. Outright enforcing anti-tunneling is too big a survivor buff (as it gives survivors more time and flexibility), makes the game less interesting, and overall feels overcomplicated. The anti-tunneling reduction update could make tunneling impractical with one simple and effective change. Having a consistent reward for unique hooks is easy to remember and tutorialize as well.
I can't fathom how 2 pallets at this tile is intended. It's giving original PTB Decimated Borgo where every pallet would spawn, that was confirmed a bug
So how is pallet density update intended?
That too, but people underestimate the pallets on Hawkins. I agree though .
Erm, I want to apologize. I have 0 clue why my post above is there three times. 🤨
It was a good post though
After playing the pth more here are my thoughts.
30 seconds of God mode is too long, reduce it to 20.
Anti slug timer should reset each time a survivor goes down (keeps Oni and twins viable)
There should be no basekit tenacity and passive recovery
The anti tunnel penalties for last hooked should not apply if the survivor does a conspicuois action, Is healed, or takes a protection hit. (If you have time to heal or do the objective you aren't being tunneled. And if you take a protection hit you are weaponizing the system and deserve it)
Basekit pop should be total gen percentage not current percentage
The hook limit for the gen blocking should be 4 or 5 not 6
8 regression limit should be removed
Most of the regression nerfs should be reverted or not as extreme (if you make pain res 12% remove the tokens)
Make DMS a hybrid between its current time and the old effect (multi gen blocking)
Make vigil 30-40%
Meyers: don't do this. It kills his identity.
New killer and survivor: nice, perks are underwhelming, but the new killer seems fun and the survivor is cute.
Overall this ptb is a major miss. Please listen to the feedback on this from us
https://www.reddit.com/r/deadbydaylight/comments/1n98hui/during_hens_ptb_pro_showcase_obii_team_elysium/
Bear in mind, these are pros / this will probably not apply to normal people - Perk Restrictions apply.
Because survivors need help. There's been constant complaints about loss of agency through cheese tactics. Killers are doing fine. They have plenty and are getting more. And all the values from whatever survives will change anyway.
The changes made the rest of the game almost pointless.
https://www.reddit.com/r/DbDKillersUnited/comments/1n8wsza/the_endgame_is_the_new_battleground_the_rest_of/
Krasue screams too much in the lobby, please only make her do one scream when she spawns in initially like licensed voicelines
And please go back and stop Springtrap from screaming in lobby, stop Oni from going into frenzy every 15 seconds, and all other killers who have been randomly screaming in lobby.
Or alternatively, give me a slider for lobby ambient noise, but not in-trial noise, thank you.