9.2.0 | Sinister Grace Patch Notes

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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 20/20/20 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 6/5/4 tokens, spend all tokens and gain 100%/100%/100% healing speed until you stop healing.
    • Lose 1/1/1 token 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

Quality of Life Improvements

  • The Match Details screen now displays the items and add-ons equipped (for Survivors), and the Killer power icon and add-ons equipped (for Killers). This is visible only for the player that has them equipped.
    • As with perks, players can hover over these icons to display their tooltips.
  • Recovery while in the Dying State 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.
  • 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.
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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
  • Updated all Realms to draw from the same pool of available maze tile layouts.
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Menu Updates

  • Updated the Tomes and Archives menus to offer an improved lore experience:
    • Tomes are now displayed with the most recent Tome at the top of the list
    • Added VFX to distinguish the most recent Tome
    • New lore content is delivered regularly without players needing to complete Archives quests
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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.
  • Lunge range, breaking speed, vault speed, and stun recovery speed are increased by 20%.

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 20%.
  • 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 1.5 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.
    • Changed rarity to Very Rare.
  • 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 10%.
  • 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.
  • Scratched Mirror:
    • Changed rarity to Visceral.
  • 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.
    • Changed rarity to Uncommon.
    • Dev note: This add-on makes The Shape's power work similarly to how it used to. We've made it more common so those who prefer the original power can keep a steady supply.
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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 4 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

  • 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.
  • 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.
  • 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).
  • Oppression:
    • Increased random generator selection to 4 (was 3).
    • Decreased cooldown to 45/40/35 seconds (was 60/50/40 seconds).
  • 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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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 some of The Lich's voiceover lines would not play.
  • Fixed an issue where some French voiceover sounds for Lara Croft were too long.
  • Fixed an issue where The Houndmaster was missing some voiceover lines.
  • Fixed an issue where certain Survivors would not play voiceover related to crows when surrounded by AFK crows.
  • Fixed an issue where Rick Grimes' screams couldn't be heard from far enough away.
  • Fixed an issue where The Nemesis's Zombies' attacks could be heard across the entire map.
  • Fixed an issue where some Survivors' "Trial start" voiceover lines would not trigger when playing against certain Killers.
  • Fixed an issue where no SFX would play when unlocking a hatch with a key.
  • Fixed an issue where idle crows would not play any sound effects.

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.
  • Fixed bot navigation issues around the bus on the Gas Heaven map.
  • Fixed multiple issues preventing Survivor bots from correctly unhooking.
  • Fixed multiple issues preventing Killer bots from correctly picking up 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.
  • Fixed an issue where The Unknown's lobby animation was missing.
  • Fixed an issue where some of The Knight's Guards' animations would not trigger properly.
  • Fixed an issue where The Clown's left arm would wiggle while moving and holding a bottle.
  • Fixed an issue where The Clown's Afterpiece Antidote and Tonic clouds would not properly go inside shack doorways.
  • Fixed an issue where the beginning of The Animatronic's Mori would not play properly.
  • Fixed an issue where The Pig's Reverse Bear Trap would not trigger correctly when using portals in the Forgotten Ruins map.
  • Fixed an issue where The Ghoul could anchor himself during a Kagune Leap, allowing him to move abnormally fast.

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.
  • Fixed an issue in the Wreckers Yard map where the vault in the crane was not working.
  • Fixed an issue in the Red Forest Realm where an invisible collision blocked the navigation of the players.
  • Fixed an issue in the Grim Pantry map where a collision blocked the navigation of players.
  • Fixed an issue in the Ironworks of Misery map where players could not vault a window.
  • Fixed an issue in the Toba Landing map where projectiles would hit an invisible collision near the fence.
  • Fixed an issue in the Nostromo Wreckage map where player navigation could be blocked.

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.
  • Fixed an issue where Inner Strength would deactivate early if the Survivor exited a locker before the heal was triggered.

Platforms

  • Fixed an issue where input settings were incorrectly applied to newly created accounts.
  • Fixed an issue where voiceovers would play in English instead of Console Language when available.
  • Fixed an issue where haptic feedback was missing for some of The Shape's actions when using a PS5 controller.

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 matchmaking popup would display the wrong text.
  • Improved animated smoke shader on tooltips.
  • Fixed an issue where some quests' progression popups would be missing after a disconnection.
  • Fixed an issue where the Killer power in the HUD would display an incorrect charge while spectating.
  • Fixed an issue where the Shareable Perk and Prestige tooltips would not trigger correctly after a character is Prestiged in the Bloodweb.
  • Fixed an issue where the player's name could disappear in the Custom Game lobby after switching from Killer to Survivor.
  • Fixed an issue where the player's name could overlap with the Perk Preview in the lobby. 

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 Fog Vial VFX would display incorrectly when falling after use.
  • Fixed an issue where some users could not unlock the "Lost All Hope" achievement / trophy.
  • Fixed an issue where some users could not unlock the "Complete the Evolution" achievement / trophy.
  • Fixed an issue where the Shrill Whistle Key add-on did not reduce the item's channel time.
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Please refer to the reply below for a list of changes from PTB and Known Issues.

Comments

  • I have to agree with the sentiment that nerfing OTR in this patch doesn't make sense if it's not in conjunction with anti-tunnel basekit changes. It's definitely a problematic perk, but it's a necessary evil as long as tunnelling remains in the game the way it currently is.

    I'm also a little surprised Tenacity's sidegrade and Deerstalker's rework are going through without basekit anti-slugging, but I don't think those two are necessarily problems.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004477#Comment_4004477

    Hi Ryan,

    Is the team aware that Freddy's power randomly stops working on certain maps? I was hoping it would be in today's patch notes either fixed or as a known issue. I reported it a while ago with video in the bug reporting section. Any information would be appreciated.

    Hey there! Apologies for asking, but would you be able to point me towards this bug report? I can make sure it's on the team's radar for you.

  • @JustElf said:

    Well, you made The Unknown worse when it was the most unproblematic killer

    Would you be able to elaborate on what has made them feel worse this update? I'd be more than happy to pass along that feedback.

  • In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004481#Comment_4004481

    Because survivors keep weaponizing the endurance effect, against survivors that were trying to chase someone else.

    Survivors weaponizing DS should be fixed too

    In other words, Killer complaints get addressed (again) while Survivor complaints get ignored (again).

  • Leverage should not be nerfed as long as Resurgence exists as it is.

    Healing is as easy as ever and anti-heal perks are weaker than ever. Leverage was one of the last perks stopping survivors from being healed basically the moment they got unhooked and now it is nerfed for seemingly no reason.

    Leverage was a perfectly fine perk. Extra duration does basically nothing for it but the reduced slowdown on healing is a hefty nerf. Better off running gen regression for slowdown.

  • @ThatRyanB said:

    In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.

    Can you explain the reasoning behind the Deerstalker rework? It's basically a blanket counter to all survivor aura perks but without any prerequisites like, say, Distortion has.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004594#Comment_4004594

    In other words, Killer complaints get addressed (again) while Survivor complaints get ignored (again).

    In other words, we shouldn’t have a double standard, where we tell killers that tunneling is bad, but tell survivors it’s ok for recently unhooked survivors to weaponize anti-tunnel perks.

  • @ThatRyanB said:

    In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.

    Appreciate that, man. Always a big plus 1 from me whenever m1 killers become less frustrating/annoying to play.

  • Well ######### I was giving the developers grace with postponing the anti-slug/tunnelling update but it's becoming more clear to me that they're just ######### terrible and have absolutely no clue about their game's health.

    They've said in the past that they favor killer, so it shouldn't be a surprise anymore but #########. They're either clueless, stupid, or don't give a #########. I'm going for all 3, honestly.

    This is what happens when they allow streamers to dictate the way their game goes.

  • You guys love just putting survivors down recently

    The perkd are still bad

    Fog vials still nerfed

    Took 4 months to fix kaneki's kidnap exploit but we also can gut fog-vials 2 weeks into release

    And now we gutting otr and tenacity for giggles.

    Dont complain about killer queues if they are 20+ mins.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004481#Comment_4004481

    Because survivors keep weaponizing the endurance effect, against survivors that were trying to chase someone else.

    Survivors weaponizing DS should be fixed too

    Didnt realise that the anti-changes tried to adress it by removing collision,

    Also, are we really pretending that killers dont "weaponize" perks too?, dms and painres, plaything and/or penti, thril when it originally got buffed to the extremes.

    Oh, you want aggresive weaponization?, well they exist too. Haunted ground hex build, skill-check build as doc, thombstone myers with pwyf (stacks never being removed since you melee em),

    You can also aggresively slug with hag-third seal and most players crumble.

    You can do that with 2 players remaining basekit since you wont allow hatch and they cant do #########.

    Having kaneki with an abusable exploit for 4 months wasnt enough i guess.

  • @ThatRyanB said:

    In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.

    Thanks Ryan. You think you could also pass on to the team about Tenacity as that's a perk we also feel got nerfed?

  • @Science_Guy said:

    That's the 'buff' to Road Life? That's polishing a turd at best.

    We really too scared to give survivors anything to play him,

    Be careful or johnny might have fun playing survivor, cant have that, loll

  • @ThatRyanB said:

    In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.

    Stop lying, you never listen to survivor feedback. All you guys seem to do is determine the best way to make survivor more miserable. "Oh thank you for the feedback, I'm gonna pass this on to the devs", for them to what? double-down on ######### over the survivor?

  • Maybe I missed a change, but should I be able to see hook states on killer? Or is this a bug? Just played a match and I was about halfway through before I realized it was even there.

  • @cogsturning said:

    Thank God OTR and Tenacity were nerfed instead of becoming basekit. That makes so much sense. Killing survivor aura perks with that Deerstalker change is also just great. What killers really need is more aura perks.

    I love the Hope nerf too! Since my endgame tunneling build with Remember Me is even stronger now!

    Also we really NEED more aura reading perks that fit well on nurse!!! she is so weak after all..

  • @XDgamer018 said:

    why is scratched mirror an iridecent??? this makes no sense i would rather have the iri be reworked into it breaking the pallet and still charging through and keeping scratched mirror very rare tier. Please revert this change…

    the same reason onyro's VHS tape is iridescent.

  • @solidgamer44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004639#Comment_4004639

    I love the Hope nerf too! Since my endgame tunneling build with Remember Me is even stronger now!

    Also we really NEED more aura reading perks that fit well on nurse!!! she is so weak after all..

    Yes, finally I can get the kills that are rightfully mine in end game despite playing terrible all match!

    Poor nurse, indeed. The dear thing does need some help.

  • The self pickup isn't working in game. Was this a mistake in the patch notes?

  • @Sparks_The_Wolf said:

    The self pickup isn't working in game. Was this a mistake in the patch notes?

    You may be reading it wrong. What it means is when your recovery bar is full while you have a perk that allows a self pickup equipped you press the button to recover out of the dying state now like in 2v8. There's no self pickup basekit.

  • @Shaddoll_Serpent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004864#Comment_4004864

    You may be reading it wrong. What it means is when your recovery bar is full while you have a perk that allows a self pickup equipped you press the button to recover out of the dying state now like in 2v8. There's no self pickup basekit.

    To be fair, the patch notes don't specify that you need one of those perks to pick yourself up.

  • @Shaddoll_Serpent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004864#Comment_4004864

    You may be reading it wrong. What it means is when your recovery bar is full while you have a perk that allows a self pickup equipped you press the button to recover out of the dying state now like in 2v8. There's no self pickup basekit.

    I hope I am and it's not anything misleading

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004734#Comment_4004734

    In other words, we shouldn’t have a double standard, where we tell killers that tunneling is bad, but tell survivors it’s ok for recently unhooked survivors to weaponize anti-tunnel perks.

    That doesn't justify buffing tunneling even more, especially in the same patch that was originally supposed to nerf it.

    As jesterkind said, as long as tunneling exists in the game the way it is, OTR is…while I wouldn't call it a "necessary evil," it is definitely necessary.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004876#Comment_4004876

    To be fair, the patch notes don't specify that you need one of those perks to pick yourself up.

    I played a bunch of surv today and never got the option to pick myself up after having been left on the ground for long enough. It worked like before where I'd reach 95% progress and then someone else would have to come and get me.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004500#Comment_4004500

    Hey there! Apologies for asking, but would you be able to point me towards this bug report? I can make sure it's on the team's radar for you.

    Here it is:

    @CountOfTheFog said:

    SUMMARY OF THE ISSUE:

    At intermittent and random moments throughout a trial, Freddy's Snares will be Cancelled when hitting the button to launch them.

    You will be playing fine and then the next minute, your Snares don't launch.

    Hitting the button to launch them instead cancels the Snares and requires you to recharge them again.

    PLATFORM:

    Playstation 5

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:

    I was playing on Shelter Woods in a Custom Match and noticed that I couldn't launch my Snares. I tried using another two other official PS5 Controllers, esch wired and wireless.

    I in fact just bought a brand new controller today and it's still happening. The video clip is me using my new PS5 controller that is brand new and less than 2 hours old.

    VIDEO:

    Please notice the bug at the very beginning of the video, then it goes away and then returns at the 52 second mark.

    https://youtu.be/ziKKuTnT0pY?si=zG2lPPtwB1cGwVcT

    Here is me on Shelter Woods...

    https://youtu.be/NiWTPdtYHYs?si=11gTzdM5-97_4RKE

  • dude without tunneling or slugging which killers have to do sometimes because of how strong swf is, nerfing it means that so many killers including Twins are going to be unviable and you are just gonna see Nurses and Blights everywhere

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004481#Comment_4004481

    Because survivors keep weaponizing the endurance effect, against survivors that were trying to chase someone else.

    Survivors weaponizing DS should be fixed too

    This is killer rulebook stuff. Nowhere does it say you can't use endurance to help a team mate. Everyone pretty much unanimously believes the survivor experience would be much better if everyone played as a team, so let them play as a team.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004594#Comment_4004594

    This is killer rulebook stuff. Nowhere does it say you can't use endurance to help a team mate. Everyone pretty much unanimously believes the survivor experience would be much better if everyone played as a team, so let them play as a team.

    "Everyone played as a team" means no lone wolf survivors that are excessively hiding, and trying to get an escape as the last survivor alive. "Everyone played as a team" means none of the survivors ragequitting.

    "Everyone played as a team" doesn't mean that absolutely everything in the multiverse, that involves teamwork, is good for the game.

  • Kind of a wasted opportunity to rework draculas iri addons and cube of zoe. Who knows when he will get another update.

  • @ThatRyanB said:

    In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.

    Is there any word on Tenacity? It has always been a mainstay of my build and I see a lot of "We're sending feedback regarding OTR" but nothing whatsoever for Tenacity which now feels almost entirely useless? I permarun No Mither (and thank you thank you thank you for finally allowing me to remove Iron Will) but it hurts to see Tenacity done so wrongly when the crawl+recover mechanics didn't get implemented but it still got the nerf for that :/

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005183#Comment_4005183

    "Everyone played as a team" means no lone wolf survivors that are excessively hiding, and trying to get an escape as the last survivor alive. "Everyone played as a team" means none of the survivors ragequitting.

    "Everyone played as a team" doesn't mean that absolutely everything in the multiverse, that involves teamwork, is good for the game.

    "Everyone played as a team" doesn't mean that absolutely everything in the multiverse, that involves teamwork, is good for the game.

    You're going to melt a lot of brains with that level of nuance.

    (I fully agree, by the way.)

  • @ThatRyanB said:

    In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.

    Ryan, I do want to know how this happened, and I wager more people do. It's not like they forgot to untangle the perk changes from the held-back anti-tunnel/slug changes, since the regression nerfs were reverted.

    How is it that it's specifically the survivor side's perks that carried this mistake, and not the killer side's?

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004664#Comment_4004664

    Would you be able to elaborate on what has made them feel worse this update? I'd be more than happy to pass along that feedback.

    I’m sure that Blurry Photo was the most-used addon for The Unknown. Instead of making it part of the base kit, the developers just nerfed it. Why? Was it problematic or overpowered? No, it was just necessary for comfortable gameplay with him. I understand why they did it—they wanted more variety—but they could’ve achieved that by just adding it to the base kit.

    • @ThatRyanB said:

      In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.

    I really hope the Off The Record (OTR) change stays in the game. This version of OTR is way heathier than the previous version because survivors kept weaponizing the endurance effect against killers that were trying to chase someone else.

    It feels bad when BHVR tells killers that it's bad to tunnel, but then tells survivors that it's ok for recently unhooked survivors to purposely run towards a killer so the survivor doesn't "waste" their endurance effect.

  • @Coffeecrashing said:

    I really hope the Off The Record (OTR) change stays in the game. This version of OTR is way heathier than the previous version because survivors kept weaponizing the endurance effect against killers that were trying to chase someone else.

    It feels bad when BHVR tells killers that it's bad to tunnel, but then tells survivors that it's ok for recently unhooked survivors to purposely run towards a killer so the survivor doesn't "waste" their endurance effect.

    OTR in this way can stay in the game only if anti tunel changes will come to live also. Without those changes OTT should be reverted as its 1 out of 2 anti tunnel perks that survivor has.

    We cant agree to nerfing anti tunnel perks while not giving anything in exchange.

  • @majoreq said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005299#Comment_4005299

    OTR in this way can stay in the game only if anti tunel changes will come to live also. Without those changes OTT should be reverted as its 1 out of 2 anti tunnel perks that survivor has.

    We cant agree to nerfing anti tunnel perks while not giving anything in exchange.

    Anti-tunnel means it should be a DEFENSIVE perk. There’s nothing defensive about a perk that encourages a survivor to run towards the killer.

    The endurance effect wasn’t even that good against tunneling anyway. If I’m tunneling someone off the hook, and I don’t hear grunts of pain, then I’m immediately hitting them to get rid of the endurance effect. That means the endurance effect was always better as a weapon than it was at anti-tunnel.

    As in, previous OTR punishes killers if they don’t tunnel survivors off the hook, which is a bad perk design for an anti-tunnel.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005311#Comment_4005311

    Anti-tunnel means it should be a DEFENSIVE perk. There’s nothing defensive about a perk that encourages to run towards the killer.

    The endurance effect wasn’t even that good against tunneling anyway. If I’m tunneling someone off the hook, and I don’t hear grunts of pain, then I’m immediately hitting them to get rid of the endurance effect. That means the endurance effect was always better as a weapon than it was at anti-tunnel.

    As in, previous OTR punishes killers if they don’t tunnel survivors off the hook, which is a bad perk design for an anti-tunnel.

    so you just forgot that OTR changes was introduce only coz Anti-Tunnel changes was also introduced.

    Just tell us that you are killer main who struggle to get kills when you are not tunneling and we are will see why you are crying about old OTR

  • @majoreq said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005334#Comment_4005334

    so you just forgot that OTR changes was introduce only coz Anti-Tunnel changes was also introduced.

    Just tell us that you are killer main who struggle to get kills when you are not tunneling and we are will see why you are crying about old OTR

    I literally just said the endurance effect wasn’t even that good against actual tunneling, because if I tunnel the survivor off the hook, I would immediately hit them if I didn’t hear grunts of pain.

  • @Coffeecrashing said:

    I really hope the Off The Record (OTR) change stays in the game. This version of OTR is way heathier than the previous version because survivors kept weaponizing the endurance effect against killers that were trying to chase someone else.

    It feels bad when BHVR tells killers that it's bad to tunnel, but then tells survivors that it's ok for recently unhooked survivors to purposely run towards a killer so the survivor doesn't "waste" their endurance effect.

    Normally, when a meta perk is problematic i would tend to agree… but not in this case.

    Game is in a ######### state rn for Solo survivors, its prolly in one of the biggest lows its been in a hot minute with a killer thats as good as PH at tunneling and is nearly uncounterable at loops, and they got rid of one of the only options to deal with tunneling, leaving just one good perk now for it.

    I actually despise nerfing perks most of the time, and more of the philosophy of buffing other perks to increase variety and choice, but yeaaaaaaa

    Everyone is gonna run DS now, might honestly overtake Windows for most used perk for a short while

    OTR def can be abused as you said, but thats also a strategic thing to use the endurance to take a hit, espically if another survivor is injured in chase, even if the killer gets back onto them and downs them, they made their choice and thats fine (Survivor mindset is another thing entirely, if they ######### about it, they made their choice on the matter by taking that hit).

    Do i think they could find a way to make OTR healthier? yes

    Do i think that gutting it is the correct call without the anti-tunnel changes? ######### no

  • @Blizer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005299#Comment_4005299

    Normally, when a meta perk is problematic i would tend to agree… but not in this case.

    Game is in a ######### state rn for Solo survivors, its prolly in one of the biggest lows its been in a hot minute with a killer thats as good as PH at tunneling and is nearly uncounterable at loops, and they got rid of one of the only options to deal with tunneling, leaving just one good perk now for it.

    I actually despise nerfing perks most of the time, and more of the philosophy of buffing other perks to increase variety and choice, but yeaaaaaaa

    Everyone is gonna run DS now, might honestly overtake Windows for most used perk for a short while

    OTR def can be abused as you said, but thats also a strategic thing to use the endurance to take a hit, espically if another survivor is injured in chase, even if the killer gets back onto them and downs them, they made their choice and thats fine (Survivor mindset is another thing entirely, if they ######### about it, they made their choice on the matter by taking that hit).

    Do i think they could find a way to make OTR healthier? yes

    Do i think that gutting it is the correct call without the anti-tunnel changes? ######### no

    “They made their choice and that’s fine” isn’t a valid reason to allow survivors to weaponize endurance.

    Because if the killer throws the OTR survivor back on a hook, it’s still considered tunneling. And it means the “anti-tunneling” perk actually encouraged the killer to tunnel.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005351#Comment_4005351

    “They made their choice and that’s fine” isn’t a valid reason to allow survivors to weaponize endurance.

    Because if the killer throws the OTR survivor back on a hook, it’s still considered tunneling. And it means the “anti-tunneling” perk actually encouraged the killer to tunnel.

    It is though, Survivors are actively making the choice to use that endurance to take a protection hit for their teammate, or play bait.

    That is the survivor ACTIVELY (keyword) knowing that they can be tunneled by the killer by playing in an altruistic manner, and as i said if they complain, they made their choice to go down again after getting hooked.

    as the killer, if the survivor does that, cool, i get another hook, and the survivor can only blame themselves for allowing themselves to be downed so quickly again by playing in that manner.

    The core function of the perk is still the anti-tunnel aspect, yes that endurance can be used… but so can the basekit BT endurance aswell, so can WGLF Endurance. It GIVES the survivor agency to make those desicions, and reap the consequences of it.

  • @Blizer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005353#Comment_4005353

    It is though, Survivors are actively making the choice to use that endurance to take a protection hit for their teammate, or play bait.

    That is the survivor ACTIVELY (keyword) knowing that they can be tunneled by the killer by playing in an altruistic manner, and as i said if they complain, they made their choice to go down again after getting hooked.

    as the killer, if the survivor does that, cool, i get another hook, and the survivor can only blame themselves for allowing themselves to be downed so quickly again by playing in that manner.

    The core function of the perk is still the anti-tunnel aspect, yes that endurance can be used… but so can the basekit BT endurance aswell, so can WGLF Endurance. It GIVES the survivor agency to make those desicions, and reap the consequences of it.

    It doesn’t matter if the survivor made the choice to be tunneled. It’s still encouraging tunneling, which is the exact opposite of what the perk is supposed to be doing.

    The perk isn’t supposed to be “anti-tunneling unless the survivor decides it should be pro-tunneling”

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005357#Comment_4005357

    It doesn’t matter if the survivor made the choice to be tunneled. It’s still encouraging tunneling, which is the exact opposite of what the perk is supposed to be doing.

    The perk isn’t supposed to be “anti-tunneling unless the survivor decides it should be pro-tunneling”

    But the point of the taking the hit isnt to encourage tunneling, its to take a prot hit, but take that risk of getting tunneled or going down increases significantly by doing so. Its called Agency, the survivor is actively making a choice that can directly affect the outcome of the game and for themselves by using whats at their disposal to affect the game in a positive manner for their team, while not negatively affecting the killer a significant amount (Killer likely still gets a down or a hook)

    To me, that sounds like good game design when it does something like that, cause there is drawbacks to taking that endurance hit (encourages killer to after you), but it also wastes time and delays a hit on another player allowing them to reset if need be.

    I do think i would be fine with this OTR change IF the anti-tunnel changes were implemented… they are not currently, and nerfing the perk does nothing but remove one of the few Anti-Tunnel tools and a significant amount of Agency for the survivors.

    It also encourages less build diversity too, cause guess what perk everyone is gonna use to descentivize tunneling… the only Anti-Tunnel perk in the game

  • This leads back into the same cycle of Tunneling and that argument, im gonna leave it here as is.

    Its not a good change, it hurts build diversity, hurts survivor agency, and gives the killer only one anti-tunnel tool they need to deal with… which encourages slugging

    If they were gonna nerf OTR, they should have buffed other perks to atleast help deal with Anti-Tunnel… but they didnt, and the newest killer is arguably one of the best at tunneling in her current state, prolly even outright being better over PH in terms of tunnel potential.

    Bhvr really didnt think about the drawbacks to nerfing this perk without these changes, and i think its gonna show throughout the week.

  • @Blizer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005365#Comment_4005365

    But the point of the taking the hit isnt to encourage tunneling, its to take a prot hit, but take that risk of getting tunneled or going down increases significantly by doing so. Its called Agency, the survivor is actively making a choice that can directly affect the outcome of the game and for themselves by using whats at their disposal to affect the game in a positive manner for their team, while not negatively affecting the killer a significant amount (Killer likely still gets a down or a hook)

    To me, that sounds like good game design when it does something like that, cause there is drawbacks to taking that endurance hit (encourages killer to after you), but it also wastes time and delays a hit on another player allowing them to reset if need be.

    I do think i would be fine with this OTR change IF the anti-tunnel changes were implemented… they are not currently, and nerfing the perk does nothing but remove one of the few Anti-Tunnel tools and a significant amount of Agency for the survivors.

    It also encourages less build diversity too, cause guess what perk everyone is gonna use to descentivize tunneling… the only Anti-Tunnel perk in the game

    I don’t care if it’s called agency. That isn’t a magical word that makes things acceptable.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005370#Comment_4005370

    I don’t care if it’s called agency. That isn’t a magical word that makes things acceptable.

    It doesnt take away anything from the killer, they can still benefit from it if the survivor ######### up and they knew the risk in doing so.

    regardless, still stands that they didnt do anything to adress the loss of anti-tunnel perk, and the only one in the game promotes slugging (which solo survivors love), so Unbreakble and DS prolly gonna be in alot of peoples builds this week, along with Windows and an Exhaustion perk, nerfing perk diversity

    just… cool work bhvr, really cool.

  • @Blizer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005377#Comment_4005377

    It doesnt take away anything from the killer, they can still benefit from it if the survivor ######### up and they knew the risk in doing so.

    regardless, still stands that they didnt do anything to adress the loss of anti-tunnel perk, and the only one in the game promotes slugging (which solo survivors love), so Unbreakble and DS prolly gonna be in alot of peoples builds this week, along with Windows and an Exhaustion perk, nerfing perk diversity

    just… cool work bhvr, really cool.

    Survivors didn’t lose an anti-tunnel perk. They just lost the ability to weaponize the perk.

    And “perk diversity” also isn’t a valid reason. Otherwise, we could argue a lot of killer perk nerfs should be reverted, because they hurt perk diversity.

  • "Fixed an issue where The Hillbilly could completely turn around when breaking a door while using the LoPro Chains add-on"

    😭 not my LoPro flicks!

    In all seriousness though, was the turn completely removed even after pallet break? Previously after breaking through the pallet, you could still curve to hit a survivor around the corner. Now I seem to only be able to go in a straight line after the break.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005382#Comment_4005382

    Survivors didn’t lose an anti-tunnel perk. They just lost the ability to weaponize the perk.

    And “perk diversity” also isn’t a valid reason. Otherwise, we could argue a lot of killer perk nerfs should be reverted, because they hurt perk diversity.

    Survivors definitely lost an anti-tunnel perk. Dunno what you are on about, but you should easily be able to play around bodyblocking. All you need to do now is to count to 10, or even better, have a stopwatch next to you, so that you can time it exactly.
    DMS got rightfully nerfed, because pretty much EVERY game was Pain Res + DMS. -20% progress + 50 seconds of blockage (and whatever regression you got from 50 seconds), which could easily increase a gen's timer by 75 seconds.

    How much time do you really need, especially when playing a killer with too much mobility?

    Also, this one is for @ThatRyanB: Is the Krasue supposed to be able to attack a survivor mid transform from body to head form, or is this a bug? If it is a bug, it needs to be patched fast, because it has zero counterplay.
    The sliding also needs to be drastically toned down. I mean, there is a reason why hug-tech was removed from killers like Blight and Wesker, because it is too strong.

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