9.3.0 | Mid-Chapter
Important
- The Mindbreaker perk has been re-enabled.
- The Breakdown and Wicked perks have been disabled.
Features
Hook Improvements
Quality of Life
- The Resolve Bar is now visible to other Survivors while hooked.
Dev note: To help bridge the information gap between players using voice chat and those who aren't, we've added the Resolve Bar to the HUD. This will help Survivors determine if the Killer is camping and plan their next move accordingly.
Balance
- The Anti-Facecamp meter now fills faster based on how long the Killer stays near the hook:
- 0-10 seconds: 1x speed
- 10-20 seconds: 2x speed
- >20 seconds: 4x speed
- Note: This multiplier only accumulates when the Killer is considered camping (the meter is gaining progress). The multiplier resets when the Survivor is unhooked.
- Decreased the base fill rate of the Anti-Facecamp meter by roughly 50% to compensate.
- Hooking a Survivor now applies a 7 second grace period to all hooked Survivors (was only the last hooked Survivor).
Dev note: To make the Anti-Facecamp mechanic fairer to both sides, we've reduced the base fill rate and added the time the Killer remains near the hook as a modifier. This gives Killers who are not camping more freedom to pass by a hook (particularly in cramped spaces like hallways) without worrying about the meter filling and giving the Survivor a free escape. This also means that Survivors who are being camped for extended periods gain the ability to unhook themselves slightly earlier.
Unhook Changes
- Survivors gain 10% Haste and Endurance for 15 seconds after being unhooked (was 10).
AFK Crows
- Decreased the time for crows to appear to 80/100/120 seconds (was 120/140/190).
Dev note: Following the release of the updated AFK crow system, we increased the time it took to gain crows. This was much too generous, allowing for Survivors to avoid crows too easily. We're dialing back the values a little bit to a middle ground between the original values and the live values.
Content
Killer Updates
The Shape
- Slaughtering Strike's camera controls are now identical to regular camera controls.
The Skull Merchant
- Increased the Drone Rotation speed to 105 degrees/second (was 95 degrees/second).
- Increased the Hindered status effect from getting scanned to 10% (was 8%).
- Decreased the Deploy Drone cooldown to 7 seconds (was 10 seconds).
- Decreased the Undetectable duration after deploying a Drone to 6 seconds (was 8 seconds).
- Removed the fast vault immunity to Scan Lines.
- For every 2.5 seconds spent standing underneath a Drone, the Survivor gains 1 Lock On (was instant).
- Decreased Killer detection range for the Drone (now only rises when colliding directly with The Skull Merchant)
Dev note: The Skull Merchant has dropped fairly significantly in terms of kill rate and lethality. These buffs aim to make her Drones a bigger threat and bring her up a little bit. Additionally, we've decreased the cooldown to deploying drones, and consequently decreased the duration of Undetectable to keep some downtime between her Undetectable status effect. When standing underneath a Drone, Survivors would get instant Lock On, which felt like a bug whenever it happened. The gradual increase of Lock On will feel more natural and provide feedback to the Survivor that something bad is happening to them. Lastly, we reduced the Drone's sensitivity to their mistress, to make sure they are always ready to scan Survivors during chases in tight spaces and don't ascend unintentionally.
Killer Add-on Updates
- Original Pain (The Cenobite):
- When a Survivor breaks free from a Possessed Chain, reveal their aura for 8 seconds (rework).
- Soma Family Photo (The Singularity):
- Slipstreaming a Survivor inflicts the Hindered status effect for 6 seconds (was 3 seconds).
- Inflicts the Deep Wound status effect if the Survivor is injured (removed).
Dev note: Both of these add-ons were notorious for their ability to disable the Endurance status effect Survivors get when they are unhooked. These changes aim to remove this ability to bypass the protection post-unhook.
Survivor Perk Updates
- Conviction:
- Updated perk to require specifically healing another Survivor (to prevent infinite interaction with Plot Twist).
- Tenacity:
- Re-added the ability to recover while crawling.
- Increased Haste effect to 30/40/50% (was 15/20/25).
Survivor Item Add-on Updates
- Anti-Exhaustion Syringe (renamed Anti-Hemorrhagic Syringe):
- Removed the heal over time effect.
- Removes Exhaustion on use (rework).
- Consumes the med-kit on Secondary Action use.
- Styptic Agent:
- Removed the Endurance status effect.
- No longer consumes the med-kit on Secondary Action use.
- Increases the efficiency when healing yourself by 15% (rework).
Killer Score Events
- Chase Start
- Increased Bloodpoint amount to 500 (was 400).
- Hooking Survivor
- Increased Bloodpoint amount to 750 (was 500).
- Survivor First Hook
- Increased Bloodpoint amount to 750 (was 200).
- Survivor Second Hook
- Increased Bloodpoint amount to 250 (was 200).
- Survivor Sacrifice Success
- Increased Bloodpoint amount to 500 (was 200).
Dev note: With the above changes to hook improvements, we thought it was the right time to raise a few Score Events to encourage Killers to spread first hooks earlier in the match.
Environment/Maps
Pallet Density Changes
- Reviewed all pallet tiles to evaluate and reduce the safety of pallet loops on MacMillan Estate, Asylum, The Red Forest, Yamaoka Estate, Haddonfield and Mount Ormond Resort.
- Adjusted the spawn logic of certain structures (i.e. the main building in Disturbed Ward; the piers in Backwater Swamp) to better randomize items and balance the distance between windows and pallets. This also impacts The Red Forest
- Adjusted the Crotus Prenn Asylum Realm, reducing the safety of the main building which could spawn near maze tiles and chain into other tiles.
Dev note: After collecting feedback from the community on the recent pallet density update, we made the above changes to address some of the most notable friction points. Thank you so much for taking the time to share your thoughts on its initial iteration and do let us know what you think of these changes.
The Underground Complex
- Adjusted The Underground Complex map to improve opportunities for player navigation.
- Adjusted The Underground Complex map to make sure that at least one door is open on all sides of the large rooms.
- Adjusted The Underground Complex map's rift room, where a new access to the generator was added.
Autohaven Wreckers Realm
- Adjusted the Autohaven Wreckers Realm to help mitigate the overall feeling of excessive darkness.
- We've recalibrated textures with excessive contrast or overly dark colors to ensure a consistent level of brightness across the map.
- We've introduced a fog effect across the map.
- We've reworked the overall lighting and adjusted the hue of the Realm to improve visual clarity.
UX
- Sped up Login into the game:
- PC players login automatically when opening the game, unless there's a connection issue.
- New videos play only one time, removing the need to watch them or click to skip. Players can watch the video whenever they want using a new main menu footer button for it.
- Last loading screen was removed.
- Photo sensitivity notice screen is used for loading, so it auto closes the game has loaded the needed assets, with a minimum unskippable time of 5 seconds.
- Credits access was moved to the General tab on settings.
- Settings menu was updated:
- Options are grouped under tabs and subtabs.
- Values/range selectors were replaced by a slider widget, to improve usability for PC and controller users.
- Scratchmarks color can be customized:
- Beta setting.
- Players can choose among a predefined set of colors.
- Players can change the colors while in a match and out of matches.
- Match details were separated from Settings:
- Players can use the Tab key on PC, or View/Select button on controllers, to open the Match Details.
UI
- A new icon has been created to replace the Player Profile's Stats submenu icon.
Bug Fixes
Audio
- Fixed an issue where The Animatronic's "Glitchtrap" outfit's footsteps audio were louder than the default outfit.
- Fixed an issue where incorrect footsteps audio could be heard on specific tiles in The Game map.
- Fixed an issue where sounds continued to stack when holding an arrow on a slider bar in the Options.
- Fixed an issue where the wrong lobby theme played when Jonah Vasquez and Jane Romero had their "Cozy Break" outfits equipped.
- Fixed an issue where Claudette Morel's "Burgundy Skirt" and "Glorious Orange Skirt" did not have the right footstep SFX.
- Fixed an issue where Baermar Uraz's French voiceover would not play as intended.
- Fixed an issue where The Knight would not play footsteps or other SFX during the Tally Screen.
- Fixed an issue where the SFX when entering the Match Details screen and the Options menu were missing.
- Fixed an issue where The Knight's regular and Deep Rift versions of the "Permanent Injunction" outfit had different footstep SFX.
- Fixed an issue where The Legion's grunts were missing when ending Feral Frenzy two times in a row.
- Fixed an issue where the crackling sound and the smoke of the Entity appeared early when damaging a generator.
- Fixed an issue where, when recalled, The Twins' Victor disappeared abruptly and grunts lingered for 5 seconds.
- Fixed an issue where The Knight's Terror Radius would briefly stop when control returned to the main body after using his power.
- Fixed an issue where the SFX for The Ghoul successfully latching onto a Survivor was missing.
Bots
- Fixed an issue where bots missed every skillcheck.
Characters
- Fixed an issue where Yun-Jin Lee's "Brighter Days" head cosmetic's hair had the wrong color on both her in-game model and icon.
- Fixed an issue where The Shape's Slaughtering Strike attack would not break pallets if the power button was released too soon.
- Fixed an issue which allowed The Shape to turn further than intended when using Slaughtering Strike.
- Fixed an issue where the camera was briefly stuck for a few frames when The Legion started and manually ended Feral Frenzy.
- Fixed an issue where The Dredge appeared brighter inside a Fog Vial's smoke during Nightfall.
- Fixed an issue where The Hag's Scarred Hand add-on blocked the Killer when the trap was triggered.
- Fixed an issue where The Hag's Pussy Willow Catkins add-on revealed Survivors for only 1 second.
- Fixed an issue where all Survivors lost The Skull Merchant's Claw Trap when one Survivor with a Claw Trap escaped from the Trial.
- Fixed an issue where players could experience some stuttering while playing as The Dark Lord in Bat Form.
- Fixed an issue where The Hillbilly would stutter and be sent back when breaking pallets or walls using the Low Pro Chains add-on with high latency.
- Fixed an issue where Survivors would be temporarily stuck in an animation while dropping a pallet during The Ghoul's grab attack.
- Fixed an issue where The Animatronic's axe remained in his hand if he got stunned while aiming.
- Fixed an issue where The Animatronic's axe appeared on the ground during the Remove Axe interaction.
- Fixed an issue where The Animatronic could reclaim the axe at the end of the cooldown after downing a Survivor.
- Fixed an issue where snow VFX appeared inside The Animatronic's Security Room when traversing in the Ormond Realm.
- Fixed an issue where The Krasue's Glowing Mushrooms could spawn inside closed Exit Gates.
- Fixed an issue where The Krasue's head was briefly detached from her body after vaulting from a height.
- Fixed an issue where Survivors that were being healed could not be hit by The Krasue's Intestinal Whip attack.
- Fixed an issue where The Knight's Carnifex Guard could not break pallets.
- Fixed an issue where The Knight's Guards could become stuck when damaging generators that were being blocked by the Entity at the same time.
- Fixed an issue where The Artist's Dire Crow's damage was impacted by dropped pallet collisions at close range.
- Fixed an issue where The Deathslinger's harpoon break-free meter went up too quickly when reeling near a corner or edge wall.
- Fixed an issue where setting the Invert Y-Axis option as The Twins did not affect Victor.
- Fixed an issue where Survivors could solve the Lament Configuration before removing chains attached to them.
- Fixed an issue where some Survivors did not have their unique menu animation.
- Fixed an issue where Survivor could become offset when being carried by certain Killers.
- Fixed an issue where The Good Gal did not have her laugh animation.
- Fixed an issue where The Krasue’s pallet break animation was desynced from the destruction of the pallet.
- Fixed an issue where The Xenomorph’s second consecutive Tail Strike would be faster when hitting two Survivors.
- Fixed an issue where The Good Guy’s camera could break when performing the Slice & Dice action near a downed pallet.
- Fixed an issue where The Lich’s camera slightly jittered when the Fly spell ends.
- Fixed an issue where Survivors could not use flashlights or emotes after freeing themselves from The Cenobite's chains while an ally Survivor with the Lament Configuration was downed.
- Fixed an issue where The Huntress' hatchets would disappear mid-flight.
Environment/Maps
- Fixed a collision issue on the Raccoon City Police Station stairs that caused The Houndmaster's Chase action to sometimes be wasted, as the dog could be partially and sometimes completely blocked.
- Fixed an issue where lighting would appear darker from the Spectator POV for the following maps: Greenville Square, Freddy Fazbear's Pizza, Fallen Refuge and Ormond Lake Mine.
- Fixed an issue where going into the basement would make lighting darker for the player for the rest of the match for the following maps: Greenville Square, Freddy Fazbear's Pizza, Fallen Refuge and Ormond Lake Mine.
- Fixed an issue in the Coldwind Farm Realm where a Survivor would clip through a locker.
- Fixed an issue in The Underground Complex map where players could vault on both side of a hole.
- Fixed an issue in the Badham Preschool map where The Knight was not able to create a path with the Guard on a street curb.
- Fixed issues where the camera would clip into The Houndmaster's body.
- Fixed an issue in The Underground Complex map where if a character stood too close to a chest, they could not pick up the item.
- Fixed an issue in The Underground Complex map where players could become stuck in place when The Ghoul leaped towards a Survivor interacting with a vault.
- Fixed an issue in the Garden Of Joy map where The Twins' Victor could jump out of bounds.
- Fixed an issue in the Dead Dawg Saloon map where The Nightmare could teleport out of bounds.
- Fixed an issue in the Ormond Lake Mine map where a pallet appeared to be floating.
- Fixed an issue in the Father Campbell's Chapel map where players were able to climb up an invisible collision near the carnival area.
- Fixed an issue in the Backwater Swamp Realm where mushrooms would appear to be floating.
- Fixed an issue in The Underground Complex map where players had issues navigating at the top of the stairs.
- Fixed an issue in The Thompson House map where The Nurse could blink out of bounds.
- Fixed an issue in the Toba Landing map where a hook could not be used.
- Fixed an issue in the Coldwind Farm Realm where there was an invisible collision around hay bales.
- Fixed an issue in the Forgotten Ruins map where a tile could appear up to three times next to itself.
- Fixed an issue in the Grim Pantry map where The Animatronics could not interact with a Security Door.
- Fixed an issue in the Dead Dawg Saloon map where a totem was guaranteed to spawn in the same place.
- Fixed an issue in the Sanctum of Wrath map where The Nightmare could teleport out of bounds.
- Fixed an issue in the Dead Dawg Saloon map where Survivors couldn't use a balcony vault.
- Fixed an issue in The MacMillan Estate Realm where an invisible collision impacted navigation.
- Fixed an issue in the Ironworks of Misery map where a generator was not accessible on one side.
- Fixed an issue in the Ormond Lake Mine map where players could not navigate between a crate and wall.
- Fixed an issue in the Treatment Theater map where a locker was too close to a window.
- Fixed an issue which caused Realm Repeat Prevention to not work as intended when a realm offering is used.
Perks
- Fixed an issue where Batteries Included activated when traveling through The Animatronic's Security Door while a generator was repaired.
- Fixed an issue where Diversion was unable to recharge when the Terror Radius was transferred to The Animatronic's axe when using the Faz-Coin add-on.
- Fixed an issue where Haywire might not activate if a Survivor got the Exit Gate switch to 99%.
- Fixed an issue where Bardic Inspiration's dice roll appeared halfway through the song.
- Fixed an issue where the radial timer of Vigil's perk icon was missing when other Survivors left the perk's range.
- Fixed an issue where Tenacity's Haste bonus status effect icon was missing while in the Dying State.
- Fixed an issue where Conviction activated with any self-recovery perk from the Dying State.
- Fixed an issue where The Knight was unable to activate THWACK! when destroying a pallet using a Guard order.
- Fixed an issue where the SFX of the created pallet could be heard when canceling Apocalyptic Ingenuity.
- Fixed an issue where holding the run button could trigger permanent Exhaustion against Mindbreaker.
- Fixed an issue where the auras of generators affected by Hex: Overture of Doom were not yellow.
- Fixed an issue where the auras of generators affected by Hex: Overture of Doom remained yellow when affected by Dead Man's Switch.
Platforms
- Fixed an issue where the Holiday Get-Together achievement/trophy could be unlocked when hooking the same Survivor in the basement three times.
- Fixed an issue where players were unable to gain progress on The Man Behind the Bush achievement/trophy.
- Fixed an issue where bright flashes and performance drops could occur when near the Exit Gates. This is a tentative fix for an issue some players were encountering.
Quests
- Fixed an issue where players were unable to gain progress on the Tome 4 Level 2 Killer challenge Evil Omen.
- Fixed an issue where Into The Fog quests were missing images in their tooltips.
UI
- Fixed an issue where the player could get softlocked in an offline lobby.
- Fixed an issue where rewards would be missing from the Rewards screen.
- Fixed an issue where the loading screen would appear darker than normal.
- Fixed an issue where the Prestige button was missing the tooltip description.
- Fixed an issue that could cause a crash when repeatedly pressing the D-pad right in some menus while waiting in a 2v8 queue.
- Fixed an issue where failing to find a tutorial bot match would disable some menus.
- Fixed an issue where switching from mouse to gamepad would snap the cursor to the corner of the screen.
Miscellaneous
- Fixed an issue where a player might load into the same map multiple times in a row.
- Fixed an issue where the game could freeze during Bloodweb bulk purchasing that included a disabled item.
- Fixed an issue where the Trial would end abruptly when The Animatronic performed an axe grab on a Survivor at the same time they were being sacrificed in the End Game Collapse.
- Fixed an issue where idle crows on top of lockers were using the wrong idle animation.
- Fixed an issue where Fog Vials were misaligned in Survivors' hands in the Trial.
Changes from PTB
Hook Improvements
- Reverted the detection range on the Anti-Facecamp zone to 16 meters (was 20).
Tunneling Reduction Update
- Reverted the Unhook Protections.
- Reverted the Unique Hook Bonuses.
- Reverted the following perks:
- Babysitter
- Borrowed Time
- Furtive Chase
- Off the Record
Dev note: Breakdown and Wicked will be reverted in an upcoming bugfix patch.
Slugging Reduction Update
- Reverted the Slugging changes.
Killer Updates
The Cenobite
- Reverted the change that prevented The Cenobite from binding chains to Survivors with Endurance.
Autohaven Wreckers Realm
- Adjusted the hue of the Autohaven Wreckers Realm.
Bug Fixes
- Fixed an issue where the camera zoomed forward when starting a patrol as The Knight.
- Fixed an issue where chases ended when summoning a Guard as The Knight while in a chase.
- Fixed an issue where vaults were not blocked when The Knight created a patrol path using the Iridescent Company Banner add-on.
- Fixed an issue where The Knight's camera would turn faster when summoning any Guard while using keyboard and mouse.
- Fixed an issue where a Survivor bot could become invisible to The Knight after being downed by The Assassin.
- Fixed an issue where Killers with special pallet breaking attacks wouldn't break pallets if they were dropped early.
- Fixed an issue where The Ghoul could become stuck when performing a leap at a Survivor entering a locker.

Comments
this loop is too strong remove the rock.
LOL, I really hope this is all a joke, yes, of course, the pallets are still too strong, we need to reduce the pallets further, so the health operation is perfect🤣
Soooo we promise not once but twice to help fight against slugging and tunneling but because a few whinny ass killers complained again not once but twice. we are not getting them and from what i understand in the community stream we basically got told they are never going to go back to it. so it was all a big ass scam. survivors stayed with hopes for the game being at least some what fair again and now not only do they get ######### on and told never mind we arent doing this? they also get massive nerfs to their med kits, rolling back the pallet density and loops because killers don't know how to work around this.
sooo because killers complained about the ptb yet again. Survivors get ######### on. ok lets go over this .
Lets go over some killer complaints and as a killer main. figure out why they are wrong complaints.
1; survivors were abusing it and being aggressive.
1a; tunneling
I have legit watched killer mains count down the endurance status JUST to tunnel. and get the down. don't give me that .
i have legit had the aggressive protection hits and i either ignore them completely like they aren't even there or i hit them so they go away. because i do play survivor i know what the tactic is and know how to counter it
Also get rid of the dc penalties. this is screwing over survviors who are getting tunneled straight out of the game. at 5 gens because its making them lose grades. people who are disconected being punshed for dcing.
i don't give two shits if you don't like dcers. i don't care what their reason is. you have bots. free targets. Dcing never should have been punished in the first place. (please add bots for killers too! so they can leave as well with out being punished)
1b; slugging. instead of complaining its to hard ( which it isn't to ######### pick up and hook especially since some where in the updates? saboing? unless a full squad? does almost nothing anymore because there are so many hooks and their distance is decreased lately with out offerings) if you have to slug for 120 seconds your the one with the skill issue/toxicity issue not the survivor. "but plot twist " so its simple make that those kind of perks when equipped do not activate the slugging bar when used not scrap it.
"oh well the survivors used conviction to get across the map to hide and get the unbreakable" ok fair complaint however. again if you aren't slugging its not an issue. but in this case i can see a genuine concern which is why i think dear stalker needs to be reverted back to where you could see downed survivors simply for the fact that this perk did not encourage slugging at all it actually helped the killers not slug so i am not sure why this one was changed " to help with the anti slugging " it made absolutely no sense since that was one of the complaints by killers as to why they slug. (which wouldn't happen if you just hooked } is because they cant find the downed survivors. i would even be ok with a base kit dear stalker (old school with some slight conditions. how ever. conviction is not that strong by its self because you HAVE to heal some one in order to get it. in a full swiff slug? its GREAT! because you can get everyone up unless being hovered over. unbreakable as a perk is ONLY usefull once and if the killer is hovering over you you have to make a chose use it Infront of them or just stay slugged. no mither should remove the self recovery and add something else like. like anti aura reading or something small.
however the biggest reason i have seen killer slug? the base kit mori and this is where behavior has now encouraged slugging for the mori. go back to the offering mori system. period. this will relieve ALOT of the slugging issues. this was never survivor sided update. this was a killer buff and an encouragement to slug for the 4k vs. with the mori system depending what you brought guarantees mori for all survivors and removes the biggest reason for slugging.
Another reason i have seen killers complain about having to slug is powers like for oni, bubba and hillbilly. where they don't want to waste their power ups. (which i can agree to a point is a valid reason) make that if they get a down with power up? it resets. this isn't op and eliminates the desire to slug to keep the power up.
the other thing is knight and twins who slug because well "thats their game play" that def needs to change fix this by giving a speed buff to twins once victor gets a down because well yea it makes sense. the knight im sorry i dont have all the damn answers.
but this is just some of the things that would fix slugging. take away the reason to slugg. if your complanining about saves ….grow up and work around it. the others reason i listed are kinda valid.
I can get around most flash light saves by just getting better downs.
I can get around pallet saves by simply just not picking up in a pallet or risk the pallet.
sabos again sabo conditions have dropped unless a full sabo sqaud.
But the slugggig reason; cant find the downed survivor, dont want to waste power ups, and base kit moris are all things that are VERY easy to fix.
lets move on to pallet density.
Where their some pallet issues? idk i thought it kind of balanced but also annoying but i learned to work around them. but because killers complained about them. we had to roll back some of the changes. i have yet to try it passt this update so i will refrain from full critisisim.
ok med kits.
nerfing these were absolutely rediculous and need to be reverted immedietly. Killers, if you see a med kit and that survvior is fully commiting to a chase? you know they have a syringe. leave chase! go after some one else! it really is that simple. learn when to leave a chase and provide map pressure instead. that is all .
some killer complaints even though they are non issue. i cant tell you the amount of times when i am playing survivor that i get accused with my swif that we gen rushed. when NO ONE is running new parts, nor gen perks. this is because you are not applying proper gen pressure. that is souly on you. if we are being able to pop out gens faster the you get your first hook? thats on you. as a killer main if i see more then one gen done before i get a hook. i change tactics and make sure to snow ball it back in my favor by really grinding those gens. because i know i lost those gens? because i stayed in a chase to long and picked the wrong survivor to try to loop. they are obviously better then me. and if i lose? that's on me cause i commited to long and lost my gen pressure.
another complaint. "second chance perks" you will never ever see me complain about a perk on either side. ever. the only one i ever complained about was franklins and they fixed my biggest complaint about it.
let me make this clear. second chance perks? have been nerfed so hard that they are practically useless.
Ds if you susspect ds? litterally just count it down pick up. no ds.
unbreakable? litterally avoidable by hooking and only one time use.
no mither. honestly …this is a free win for killers.
expo. litteraly get a notification it is going up and litterally can hear when its around and snuff it out.
Deliverance; is a one hook state use. (even as a killer main this needs to be buffed. but not the way you think. it CAN ONLY BE USED ONCE but can be used for both hook states. so lets say you are on a three top. and the solo has no clue you have deliverance. then its wasted on first hook and can be used for second hook)
off the record. dude it if the killer is camping? there is litterally nothing you can do to avoid being tunneled they will tunnel your ass out harder because of it
90 percent of the perks you call second chance perks. dont mean ######### to a tunneler/slugger. and need buffed or we need mechanics.
another thing is why should a survivor have to waste their perks to stop a toxic/cheep way to win the game? and not be able to use any other perk because they want to be able to live past the first five mins of the game.
"killers who want to stop gen rushing have to" noooo they dooont again see above about what i say about gen rushing.
all of this being said. Behavior isnt going to listen to this. and i am going to se alot of entitled killers scream at me " low mmr" i dont care.
lets get one thing straight.
if it were a free game? i would say what ever. honestly. cause its free it doesn't take any skin of my back and i can just leave the game if i don't like it. plain and simple BUT IT IS NOT a free game. and every single person playing has PAID for the game to be able to PLAY the game. bought their skins just like the next person. 90 percent joined to have fun.
the game should not cater to the 10 percent competitive sweety players simply because they are the loudest.
Competives dont care bout blood points. they don't care bout points at all only the win. so THEY can move to the customs side. and stop ruining the FUN experience for other players. Especially other players who payed to play the game too.
All due respect but I think you gotta be joking right now.
There's not a strong loop anymore nevermind "too strong".
*** Also you said the same about the previous Milestones complains of being too grindy but nothing happened in this one.
This!!! When has Anti camp ever accidentally activated but sure let's reduce it by 50%
Weird question about an addon the update brought up. For the add-on Soma's Family Photo, isn't Soma a clone and wouldn't have a family other than all his other fellow clones? I'm assuming the original DNA source wasn't named Soma. Does he have the memories of the original and misses a family that isn't his?
Sincerely,
Things that Keep Me Up at Night
I agree with you mostly, besides on Twins, as a Twins main I worry this would only encourage Twins to use the speedboost to help in chase, I would rather like a choice to teleport to victor after a down and kill victor until the next hook or for 45 seconds
Any updates as to when Xbox will get the update?
just enjoy not having it
I really don't understand the reasoning about these changes it really feels like the team is really clueless about how the players feel about the game it keeps happening over and over and over again it's really the standard now.
It sucks.
"The main reason people uninstall Dead by Daylight is because of camping, tunneling, and slugs". That bald guy said it, and he must be one of the worst employees at your company, since you released two patches that were supposed to fix it, but with each patch you buffed the killers and ruined the survivors. And if that wasn't enough, you killed the syringe and the astringent, and ruined the maps with pallets so that even a killer with 10 hours of experience can take down a survivor. Your balance team are clowns, including that bald guy who lies every stream.
Please please for the love of god let us rebind the Tab key. I've been using it as my Secondary power button and Sprint button for Killer and Survivor respectively and all that muscle memory is completely ######### now and it's so awkward trying to use anything else.
I think perks like dance with me and Deception would work
I ABSLOULTYLY love that idea for twins i am not twins player so i don't know much about their game play. so i will leave the game play to the knight and twin players.
STOP THESE HALF MEASURES
Revert pallet density in its entirety. This update has now made every loop terribly unsafe for survivors and further incentivized chaining. We don't want 50 pallets per map, we don't want 40 unsafe pallets per map, we want how the pallets were LITERALLY FIVE MONTHS AGO. They were in a decent state before these repeated bad changes, revert back to that.
I’ve never responded to any feedback on a forum before, but I felt like this is the one time I should. I think most of all the changes here are great, at least compared to your most recent PTB. I’ve hated both your anti-tunnel and slugging prevention PTBs, and I am glad you aren’t continuing with them. I play both survivor and killer, but I’m mostly a survivor main. The slugging and tunneling changes were restricting playstyles, and overall making the game less enjoyable. The freedom to play the game however I want, which sometimes does require tunneling or slugging, is a nice option to have when you want to add pressure. Reverting the planned changes is great for the game.
All I see in here are people complaining about the changes, and no matter what, you can’t make everyone happy. I see comments saying you are making the game too killer sided, even though everyone way complaining about the game being too survivor sided in the PTB. If you keep trying to change the way the game has always played, there will be tons of backlash (and lots of bugs). Do what you can to tweak certain settings and make improvements, without changing the way the entire game is played.
You guys are making the right decisions with the game at the moment, and I am looking forwards to what you have planned next for the game. Just please, quit messing with the tunneling and slugging and elusive status effect. Just leave them in the garbage and keep making changes to perks and characters to further improve the game. If you really want to help survivors with tunneling or slugging, try changing one of the many useless perks in this game to help with that.
Killers:
How many pallets must crash on your face before you finally understand the truth?
How many teabags, laughs, and public humiliations do you need before it sinks in that you will NEVER receive support from the Devs?
Let it burn into your mind:
Life will not support you. The Devs will not support you. No future update will save you.
We, the Survivors, were CREATED to break you, no matter what monster, franchise, or cosmic horror you represent.
It doesn’t matter if you crawled out of a nightmare, descended from outer space, or walked in from some ancient cursed realm—
your fate is the same:
You will be humiliated.
Every match.
Every chase.
Every swing into NOTHING.
And remember this well:
We have protection hits.
We have buffed perks.
We have items, infinite pallets, wallhacks, and second chances stacked on top of second chances.
If one day the Devs decide Survivors should fly, then we will fly—
because our mission must continue:
TO HUMILIATE YOU WITHOUT LOSING A SINGLE GRADE, NO MATTER HOW BAD WE PLAY.
Killers… also keep this in mind:
Every time we disconnect?
It’s allowed. It’s forgiven. It’s an escape.
Meanwhile your pain, your effort, your sweat?
Meaningless.
And for those Killers planning to cry in the basement—
please wait until we finish all generators.
We’ll come down to dance around your misery like we always do…
because even in your lowest moment,
we’ll still have full protection.
JA JA JA.
And don’t look behind you…
the Hatch is right next to us.
We've unfortunately entered an era of killers consecutively getting buffs to their overall kit with every update. We've been dealing with:
WHICH — If DBD only stuck to M1 Killers or Killers who aren't Dash-Slop (face it, that's been their entirely new roster), it wouldn't be that much of an issue. However, in the current state of killers being able to fully bypass pallets, have add-ons that essentially act like 2 extra perks without any downside, can traverse the map within seconds, and switch quickly between their countless abilities that are practically borrowed from older killers. We can see why it's an issue with dash killers like Ghoul, Wesker, Krasue, and Dracula, who have such mobility to move around with very little cooldown.
Survivors have been receiving shadow nerfs and perk nerfs for the past 3-4 years now. It all started as far back as 6.7.0, when the first butchered Medkits were made, making them practically all Brown-Tiered. A 5% healing bonus on a teammate? Why would I bother healing with a medkit at that point? 5% shaves off what? .2 — .4 medkits of an overall normal heal? They did so to promote 'healing others' and 'teamwork', but I'm sorry, when a good majority of players are playing SoloQ or in duos, they are NOT going to be spending that on randoms. Unfortunately, self-preservation has become the norm for folks to see themselves escaping these days. I am curious to see what the escape percentage is these days, or the trends of survivors playing over these past couple of months (or even years).
Keys and Maps have been completely revamped, and now seem gimmicky and cheap due to their token-based nature. Again, it was something no one asked for, yet BHVR decided to go through with those changes. Fog Vials have been rendered completely useless and take up space in the Blood Web due to their wonky nature. Killer mains cried 'accessibility issue', but I don't hear them advocating for accessibility issues that survivors run into; Spirit phasing is horrible to those with HoH disabilities/conditions, survivor aura colors are horrible on certain maps that are brightly lit
Survivors suffered increased stagger from falling, speed boost when hit has been reduced to 1.8 seconds (was 2 seconds), vaults, and, as of recently, dropping pallets have been scuffed (you can't convince me that someone at BHVR didn't tinker with pallets — which programmer was it, confess). We've had many survivor perks nerfed during the dark times of 'He-Who-Shall-Not-Be-Named'; Decisive Strike, Iron Will, and Dead Hard, to name a few. We continue to see survivor perks being nerfed or put through the wringer for no apparent reason; some have even been reverted back to their original state. For what reason? I think some folks in Game Design and the Programming Department are utterly bored, quite frankly. Or maybe they have their own agenda.
The game has ultimately become a nightmare to play as a survivor. Any chance at survivor counters is met with granting killers counters to counter that survivor counter. See how ridiculous that is? It's become relevant that they are far too scared to stand ten toes and easily buckle at the slightest complaint and cries of Killers who complain that 'playing killer is hard and oppressive these days!' Listen, I'm by no means some sweat-lord, god at playing killer, but the amount of 4Ks I've been able to earn playing against survivors ranging from 1K-10K hours of playtime was far too easy. I don't tunnel, I don't camp, and I don't use any slowdowns whatsoever. This era of Killer gameplay has to be the easiest walk in the park. Most of my kill rates fall between 62% and 73%. Playing survivor, on the other hand? The cognitive overload is mind-numbing at times, and quite frankly, after a 9-to 10-hour workday, I don't want to feel like I've stepped into a DBD tournament with thousands on the line.
Is the team still going to fix my Houndmaster :(
She is still broken and bugged from previous bug reports we have collected/sent in months ago..As early as May. :(
I can't help laughing when seeing this one. BHVR you are really doing pretty good job! 🙄
Pallet density update? More like player density update… Surviviors don't like the changes.
The patch 9.3.0 went from survivior sided (which definitely was needed) to extremely killer sided with the pallet changes.
You nerfed pallet density AND pallet quality.
Here are the things that concern me.
It's purple addon and is literally worse than brown bandages.
I really believe that elusive status should come out.
I believe that anti-slugging changes were also fine as they were at last PTB and should make it out. Majority of killer mains agreed that it was the healtiest version of anti-slugging system you've came up with.
Additional 5 seconds of endurance was a welcomed change, after anti-tunnel system was scraped.
It's always the killers to tell surviviors to get better at the game, weird.
You guys reverted almost everything, but kept the Styptic changes? You made a purple add-on, complete garbage. Where's the priority to revert that?
Genuinely what were you guys smoking when making this Pallet Update, this game is unplayable now. You guys folded to Killers childish cries for the Anti Slug and Anti Tunnel but you just completely buried Survivor right now. Autohaven has no pallets, these maps are utterly unplayable for survivors. Revert this ######### now
Hey, uh killer here.. we wanted the pallet changes reverted, not exploded into whatever this weird swarm of unsafe pallets and weird bugs...
Nobody asked for an AutoHeaven update overhaul. And this is the second time now. It was always fair and one of the most balanced realms ever. As a survivor main, I've never had such a bad Killer experience since this update. But apparently, all the survivor mains are complaining that the Killer is still too strong. It doesn't make any sense that items are too strong here, items are too strong there, and so on. Even the syringe is still too strong after removing exhaustion. May I ask: Have all of you survivor mains complaining ever actually played the Killer yourselves? I understand that nobody wants to play the Killer anymore.
and btw… i play since 2k17 and have seen the most unbalanced things in dbd. but this update is to far..
mindbreaker!! I can play dbd again!
I encourage everyone to approach this patch note with an open and constructive mindset. The developers have implemented numerous technical fixes in this update, which require significant time and collaborative effort. We should be grateful for these improvements, as they contribute to the overall stability and quality of the game.
Additionally, it is worth recognizing that the developers chose not to implement several gameplay mechanics that many of us found concerning, such as Anti-Slug and Anti-Tunneling features introduced during PTB. Most of us agreed that these mechanics could be detrimental to the game's health, and their omission is a positive step forward. If these changes had been implemented, it could have made gameplay more unbalanced, particularly disadvantaging lower-tier killers aka "M1 Killers," potentially making them nearly unplayable and severely reducing fairness in matches. Moving away from these mechanics is an important step toward creating a more balanced environment, where both sides have a fair chance, and where players across all skill levels can enjoy competitive gameplay.
That said, I have one concern regarding pallet density. The explanation provided during the live stream did not fully address the issue I see with the current pallet placement. While adjusting spawn locations and rebalance efforts are positive, the primary issue lies in the total number of pallets spawned on each map. Reducing this total would serve several purposes:
1) Excessive pallet quantities diminish the importance of resource management for survivors. Skilled survivors typically manage their pallets strategically, using them to extend chases and improve escape chances. When pallets are overly abundant, survivors tend to pre-drop them without much thought, relying on the presence of additional pallets nearby, which diminishes the challenge and strategic depth of the game. This reliance can lead to unhealthy gameplay habits and reduce opportunities for growth.
2) For basic "M1" killers, the abundance of pallets can be a significant obstacle. During chases, these killers often have limited options—mainly breaking pallets—and the presence of too many can cause them to lose valuable time. This dynamic can unfairly favor survivors and may result in a low success rate for these killers, discouraging players from playing their preferred characters. While high-tier killers like Nurse, Blight, or Kaneki may find pallets less problematic, they represent a smaller portion of the overall roster, and the majority of killers tend to struggle under current conditions.
If reducing the total number of pallets is not feasible, a fairer solution would be to increase the generator repair times. This would help balance the gameplay, giving lower-tier killers a better chance to catch up and remain competitive. It’s important to remember that killers are intended to be the power role in this game, but many players experience killer anxiety and find it difficult to enjoy playing the role.
Overall, this update marks a positive step forward, and I look forward to seeing more fixes and improvements in future patches.
Nope. We don't want to approach it with open mindset. We want our resources back.
Without surviviors there will be no killer gameplay.
Excuse me, but it’s clear that you predominantly play the survivor role. There's nothing inherently wrong with that; however, it is problematic to believe that the game’s current state is fair for all killers. Having played several rounds as a killer, you would understand the various disadvantages killers face daily, which over time have contributed to a decline in the number of killer players.
Regarding your request for resources back—could you specify which resources you are referring to? To clarify, here is what is currently available: an abundance of pallets on every map, including several "God loops." Additionally, there are multiple second-chance perks such as Decisive Strike, Dead Hard, Off The Record, Resurgence, Shoulder The Burden, Unbreakable, and Made For This, which provide multiple opportunities to reset or escape.
Furthermore, survivors generally have team communication, consistently working together and sharing information about the killer’s movements or perks, which reduces elements of surprise. The increased healing speeds introduced in recent updates have also rendered the "Hit and Run" strategy less effective. There is evidence that all generators can be completed in four minutes or less with the appropriate setup.
It seems you believe resources have been unfairly taken from survivors or that the game favors killers. However, such assertions overlook the fact that the game is already designed to give survivors a higher chance of escape. It’s important to consider the experiences of killer players, who often face entitlement and bullying from some survivors.
I suggest playing as a lower-tier killer for a few rounds—you might gain a broader perspective on the game’s overall balance instead of focusing solely on one side. I mean this in the most respectful manner. I play both sides myself, recognizing the nuances from different perspectives. Happy Thanksgiving.
I've got around 2.5k hours on killers. I am playing killer role.
Especially now after the maps nerf, I only launch the game to play the killer.
I've 4k'ed yesterday with houndmaster, unknown, ghostface, pig a dredge without any issue - played those killer just once each.
You literally don't know my experience and trying to make my reply invalid. That's not right.
I really believe that I have much more experience in the game than you.
Do you on the other hand play survivior? Because experience now is miserable. We are not able to loop good if the other side of a pallet is one swing away.
You can't talk about healing buff when we got styptic and syrringe taken away.
Also, the healing at some point was so much faster and got heavily nerfed.
It's nowhere near what we had before. Bet you didn't know.
Everyone is talking about the second chance perks, that they can be equiped etc.
But no one thinks that's stupid that we HAVE TO bring the perks to have a chance in a game. I want to bring bad, niche perks and still have a chance to win the games sometimes.
Sir, I have been playing this game for several years. I initially played Pig before all her nerfs, when hook grabs and multiple survivors escaping through the hatch were still features. I have experience playing on both sides.
At no point did I imply that your opinions are invalid. My initial request was for us to approach these discussions with respect and an open mind regarding the changes the developers have implemented, which are intended to improve the overall health of the game for all players.
How can you reasonably believe that the Anti-Tunnel and Anti-Slug changes would benefit killers? Consider how your killer gameplay might have been affected if those changes had gone through—you would likely have faced more frustration, along with many other killer players. The players who are most impacted are often newer killers, who join to play their favorite slasher but end up being bullied and overwhelmed in matches. This makes it harder for these new players to enjoy and stick with the game long-term.
I am not alone in thinking these changes could be more harmful than beneficial; the significant negative feedback from content creators and the wider community supports this view.
Regarding your comments on second chance perks, I understand and agree that no side should be forced to use META perks just to remain competitive. However, I believe this issue is largely driven by MMR, which is a separate discussion. The current gameplay format—where survivors are encouraged to bring second chance perks and killers rely on multiple slowdown perks—is a direct result of MMR pushing players into higher tiers. Gone are the days when content creators could share niche or meme builds and still enjoy success.
Personally, I still use meme builds when playing with my brother. And just to state a fact, he managed to loop a Kaneki player on Coldwind Farms long enough for me and the other survivors to complete two generators, all without getting hit—despite having joined the game less than a month ago. This shows that looping difficulty is highly dependent on individual skill rather than being an absolute measure.
From a broader perspective, the goal should be to balance what’s best for everyone without disproportionately disadvantaging either side. While I acknowledge it’s a complex challenge, I believe the developers are moving in the right direction, gradually but steadily.
So we do definitely think differently.
I wanted the anti-tunnel changes to be implemented, so my friends who lost interest in game because of it would try to play again with me.
Of course this would require changes, because it was definitely too punishing for killers. I agree on that.
It is truly miserable experience if a player who gets tunneled out doesn't do good enough job to loop a killer for long enough for us to have a chance to win. Making the game 3v1 on the survivior side means you are not having chance to win.
I remember how hatch stand outs were a thing either. Killers were afraid to tunnel.
Anyway, surviviors do not deserve this big of a pallet nerf.
If the pallets stay this way then pig actually needs nerfing (i know it's a meme), because 2 ambush addons will make her deadly on every new pallet - and I've tested it.
Least obvious post written by chatGPT.
Actually, I use a formalizing tool to help improve my statements, ensuring they don't come across as too blunt. It also significantly assists with essays by allowing me to take my existing writing and expand upon it to meet assignment criteria. Ultimately, it's still my opinion—just presented in a more polished way. 😆 Highly recommend for essays requiring a ridiculous amount of pages.
There are a lot of pallets on really tiny tiles which are not fun to play with as a survivor or killer since you can just bloodlust it, dropping the pallet does not change the outcome of getting hit. So that's one thing I dislike. Also, have the pallets shrunk in size...?
The new greenish colour tone from the autohaven maps is - in my opinion - well, yucky. It honestly reminds me of puke, it's too yellow. Maybe a hint of purple tone would do the trick.
Something else which has been on my mind: I would love to be able to rename my cosmetic presets. Other than that, I think most of my concerns have been talked about by others already.
Off-topic: what tool are you using for it?
As a killer main... Please revert the pallet changes. We didn't want them exploded like this, we just wanted what it was before the "pallet improvement" update put God loops everywhere
We really need a reset on how these pallet changes are being implemented. Before the first round of pallet density changes a few weeks ago, most survivor players merely wanted additional pallets and places to loop in two realms: Haddonfield and Decimated Borgo. The idea behind this was to get rid of areas with nearly no pallets at all, such as the middle of the street in Haddonfield, for example. Apart from these two realms, most maps either needed to not be touched (ie. MacMillan Estate and Forsaken Boneyard) or have some very minor changes/additions to pallet density and fillers (ie. Backwater Swamp). I'm sure most killer players would also appreciate Gideon Meat Plant being looked at for a removal of some pallets.
Instead, pallets were added pretty much added everywhere, making nearly every realm that was touched much more difficult for killer players, and at least from what I have seen, mostly disliked by the playerbase. I was glad to see the devs were looking for feedback on those and was hoping they would simply scale back on the number of pallets and pay attention to how pallets can chain strong loops together. Now, with this update, we have swung in the complete opposite side of things, where smaller filler loops have been decimated, with a large majority being 50/50 loops, which is incredibly disliked by survivor players and rather boring for killers. On a personal note, I'm rather miffed at how this change was brought about to the live patch without testing in the PTB, especially with the emphasis in recent dev livestreams about how the PTB is for testing and giving feedback.
In my opinion, as I stated in the first paragraph, we need to just reset the pallet update back to what it was before the first round weeks ago. The filler loops that have been altered need to be changed back, and the pallet density in all affected maps should be reverted. Once we're at least back at that state of the game, then it would be much easier to look at changes in each realm/map rather than making blanket changes to the majority of the game.
Are the anti-tunnel and anti-slug updates just gone for good now? During the Twitch live stream a few weeks ago, this was attributed to the most uninstalls and one of (if not the most) problematic pressure points for survivors. What gives?
I hope not. My playtime already decresed by 12 hours past 2 weeks on steam.
Hopefully we get phase 3 that will be pushed out.
I just came to say thanks for the auto-login, been dreaming of this forever.
Your dev team is incompetent and biased. Please engage in some self-reflection as a group and do better. Solo queue is the worst experience I've ever had in an online title, and it's treated as an afterthought when it comes to managing this game. To scrap the tunneling changes and slugging changes, when they're practically in every other game, and then nerf the tiles to a worse state than they previously were, is beyond acceptable. It's laughable that S-tier killers can rack up win after win with even less resistance now, and yet you, as a dev team, continue to leave these killers who can reach kill streaks in the thousands unchanged. For a year focused on the health of your game, it's baffling how poorly the job has been handled, and the lack of a backbone to stand up to the loud minority with Twitch streamers who cater exclusively to a single side.
No need to change breakdown!
I have uninstalled for now. There's a survey that is prompted upon install and tunnelling/slugging was one of the options iirc (might have been a sub-selection under toxic killer behaviour).