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
https://x.com/DeadbyDaylight/status/1964079594601877907
From a survivor main to you guys at BHVR: thanks for listening and actually caring about the community. Very good and reasonable decision at this point.
Thank The entititty
So, bhvr has no idea again... soon all the "low-ranked" killers will be gone, and the waiting times for survivors will increase. Gen perks nerfed too much, killers forced to play "fair," which, with the obviously broken "MMA," will often result in the killer's defeat. Wasn't the game called "Dead by Daylight"? Or is it now "Survive by Daylight"? That would be more appropriate! Many killers don't have the necessary mobility to take advantage of the changes. How is a witch supposed to get to a generator in 15 seconds after being hanged?! New killers who want to get to know the game or are just starting out will almost certainly quit playing. They'll get depressed right away. But the main thing is that those who survive don't cry anymore that the fun of the game is being affected by a goddamn mechanic like tunneling. "Boohoo!"
The mentality of killer mains
Win 3 games in a row: "Those survivors just sucked and need to learn how to play"
Lose 1 game against a high mmr SWF: "See, the game is survivor sided when survivors know how to play"
The killer has a 70% kill rate but thinks the game is balanced right now, no changes needed.
The worst part is, this is who the devs listen to and obey.
You've been balancing the game for years, but now it's going to be completely different?
If you make a lot of killer and survivor perks built into the base game, the gameplay will become very one-sided and the same.
When I played as a survivor, with a good team and a suitable set of perks, we managed to escape tunneling and slugging, we managed to outplay the killer who played from Scourge Hook, and so on.
When I played as a killer, I was able to win a match that was not in my favor, due to the right set of perks or slugging.
The games were very diverse and interesting.
And now the actions of the players and the set of perks will be the same and each new game will be similar to the previous one.
If I'm playing as Pig and a survivor dies to a Reverse Beartrap, will that trigger the second anti-tunnel effect?
You know it!
You have agency in both of these scenarios through the perks/buffs already in the game. As someone who plays mostly killer, I only tunnel for 2 reasons. The first is an overt annoying survivor and usually they’re very good at looping so they want to be tunneled to waste time. The second is if a survivor is going out of their way to use the anti-tunnel tools to attack me when I’m not tunneling. In either scenario I have to ask if it’s worth throwing the match to kill this one guy, because I don’t play nurse or blight and how survivors have perks/buffs to combat tunneling now makes tunneling actually very inefficient. As long as survivors aren’t being super greedy/cocky/annoying, one tunnel out allows them to get at least 3 gens done and usually pretty good progress on the others. These changes would’ve done nothing to stop the nurse/blight tunneling and would’ve punished the other killers for not tunneling, while simultaneously giving them a buff they can’t even really make good use of. I get survivors are frustrated, but I refuse to believe they actually get tunneled/slugged every single match like they claim. And soloQ is always going to be at a disadvantage, as much as it sucks, because this game is a teamwork game and you’re always going to be at a disadvantage working with random people. Your builds might not go well together, you won’t know how they like to play, any number of reasons. Yes this patch would’ve made things easier for soloQ at the expense of the majority of killers gameplay, while not really getting rid of the actual problem.
With the new Deerstalker, will the killer still see the survivors aura if the survivor is Undetectable?
Most people don't want to devote their entire build to combat someone possibly being trashy. I don't have to devote my killer build to bad survivor tactics so that just isn't fair.
There's nothing built-in to help with slugging and the slugging measure should absolutely go through in the future. The only help with tunneling is basekit BT and killers just count to ten. It's mildly better than nothing.
It's hard tunneling happening every match? No. Most killers do the decent thing and go right around a recently unhooked person. But let's consider the versions of the scenario being discussed.
If you target some unlucky person and intentionally tunnel them out with zero or one gens done you absolutely deserve a penalty and it might give you some trouble. Might. Chances are, someone like that will tunnel a second person out too, especially if they can't kick gens.
The other scenario, where you devote your time to an annoying person and three gens get done with progress on the others, do you think the penalty would really matter here? They're going to get those gens done if you wasted all your time. I think the penalty, in most cases, was being overassessed in terms of impact. My last 20-30 killer matches I've had zero gen regress perks and have barely been kicking them and I'm still winning or drawing most of my matches. The only time I think it might be impactful is if someone is dead and maybe two or three gens need to be finished. This is more of a toss up and I think it's the scenario it was designed for.
I don't think these measure need to go through as is but some variation of some of the ideas should. I also think the game should balance around its majority players, not its top 10%. If you have a 90% KR because you tunnel and slug then you need to come down, and if your struggling with a 40% KR but play fair then the basekit perks need to lift you up.
Hi all, does Sable "Death By Roses" finally received her Goth Glam make-up? If so, Soooo pretttyyy! Thank you DEVS!
DEVS, 🙏 bring TRYKS back!
Also Future suggestion for 2v8 … The Nightmare + Dredge😱
Love to get feedback or hear your proposals…
I don't have a problem with any of these changes, except for BBQ and eruption but everything else looks fair imo.
Also buff Better than new pls 0.0 I have so many ideas on how it can be better.
I can't even imagine your happiness when one day you will turn on a monitor and find out that you have whole 3 players playing on your side.
Doesn't help if everyone is slugged.