8.7.0 | PTB Patch Notes

Important
- Progress & save data information has been copied from the Live game to our PTB servers on April 7, 2025. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
- Players will once again receive 12,500 Auric Cells on the PTB to explore Outfits and Characters in the Store. Both Auric Cells and purchases made on the PTB Build will not transfer to the Live Build.
Content
New Survivor: Orela Rose
New Perks
- Do no Harm:
- When you heal another Survivor, for each hook state they have, heal 30/40/50% faster and gain +3/3/3% progress for succeeding great skill checks.
- Duty of Care:
- When you take a protection hit while healthy, all other Survivors within 16/16/16 meters gain 25/25/25% Haste for 4/5/6 seconds.
- Rapid Response:
- When you do a Fast Locker Exit, you suffer from the Exhausted status effect for 30/30/30 seconds.
- When you gain Exhausted, you see the Killer's aura for 1/1.5/2 seconds.
- Exhausted prevents one from using perks that cause Exhausted.
Killers
The Doctor:
- Added a cooldown to interrupting Unhooks with Shock Therapy repeatedly.
The Houndmaster:
- Decreased the Dog's vault speed during Chase Command to 0.65 seconds (was 0.45 seconds).
- Doubled the Bloodpoint rewards of all her Deviousness Scoring Events.
The Oni:
- Removed the turn rate limit during the open phase of Demon Strike.
Perks
Survivor Perks
- Boon: Dark Theory:
- Increased the Haste effect to 3% (was 2%).
- Breakout:
- Increased the Haste effect while near a carried Survivor to 6/8/10% (was 5/6/7%).
- Champion of Light:
- Increased the Haste effect while using a Flashlight to 70% (was 50%).
- No One Left Behind:
- Now increases the Haste effect for unhooked Survivors by 10% instead of applying a separate Haste effect.
Killer Perks
- Furtive Chase:
- Increased Haste effect after hooking the Obsession to 10% (was 5%).
- Hex: Pentimento (Rework):
- You see the aura of cleansed totems and can Rekindle each Totem once.
- While a Totem is Rekindled, Survivors Heal and Repair 15% slower +3/4/5% for each additional Rekindled Totem.
- If all five totems are Rekindled simultaneously, all Totems are permanently blocked by The Entity.
- Survivors cursed by this perk see Rekindled Totems' auras within 16m.
- Unbound:
- Increased the Haste effect after vaulting a window to 10% (was 5%).
Features
Quest System
- Introducing a unified place for all Quest, which will include daily, event, rift quests and much more.
Base Game Adjustments
- Added a protection to Survivors when their teammates spam the Unhook interaction without ever Unhooking.
- Added a protection for failing Skill Checks that trigger right when the interaction is stopped.
Haste & Hindered Stacking
- The effects of Haste and Hindered no longer stack with themselves.
- While multiple Haste or Hindered effects are active, the largest percentage for each is used.
- The speed bonus/penalty of Haste and Hindered are now shown on their respective status effect icons.
- Perks which affect movement speed now mention Haste or Hindered in their descriptions.
Surrender Option
- Added a new Killer scenario: 10 minutes after the last generator is completed, the Killer has the option to Surrender.
Rarity Rework
- Rarity levels have been revised to better surface different tier value and adding a new tag-based system that allows to surface extra information to players.
Bot Improvements
- Smoothened the camera direction of Bots while they are turning corners.
- Survivor Bots are no longer trigger-happy with their Flashlights.
Bug Fixes
Audio
- Fixed an issue where the wrong terrain type SFX would play when walking in the Grim Pantry's big Cabin.
- Fixed an issue where the wrong terrain type SFX would play when walking on the balcony of the mine tower in the Ormond Lake Mine map.
- Fixed an issue where the wrong terrain type SFX would plat when walking on parts of the ramp inside the mine building in the Ormond Lake Mine map.
Bots
- Fixed an issue where survivor bots revealing The Ghost Face and clearing their Weakened status against The Unknown from normally impossible locations.
Character
- Fixed an issue where the Knight would be stunned at the Guard's spawn location.
- Fixed an issue where the Knight's power could break when being stunned at the start of a summon.
- Fixed an issue where the Knight could stay in the Patrol Path creation speed due to latency.
- Fixed an issue where Deep Wound would not stop depleting when a Survivor is grabbed by the Houndmaster's Dog.
- Fixed an issue where there was no Cancel interaction prompt when the Trickster was in Main Event.
- Fixed an issue where the Nurse could briefly see Survivors in a locker when blinking through a nearby wall.
- Fixed an issue where the Ghoul's hair and mask would briefly appear off his head when reaching the tally screen.
- Fixed an issue where Survivors could bleed out during a Mori.
Environment/Maps
- Fixed an issue Midwich Elementary School error in the script created slowdowns.
- Fixed an issue on Temple of Purgation adding new collision to let zombies reach the arch base.
- Fixed an issue on Treatment Theatre by hiding a yellow collision box visible on a chair.
- Fixed an issue on Father Campbell's Chapel by removing an Invisible Collision present between 2 assets on Carnival section.
- Fixed an issue on Disturbed Ward by reworking collision to avoid zombies that can get stuck on the ramp leading inside the Asylum.
Perks
- Fixed an issue where Teamwork: Collective Stealth would show a second cooldown after exiting the perk's range.
- Fixed an issue where the reduced action speed color and icon were missing on the progress bar when co-oping Invocation: Treacherous Crows.
UI
- Fixed an issue where the Tally Screen would leave the Bloodpoints Earned page before displaying all bonuses.
- Fixed an issue where toast notifications would disappear when transitioning to the main menu.
- Fixed a visual glitch with equipped add-ons in the loadout menu.
- Added audio feedback when hovering collected nodes in the Bloodweb.
- Added audio feedback when hovering items in the offering sequence.
- Added audio feedback when hovering items in the Tally Screen Match Consequences page.
Misc
- Fixed an issue where the What Lurks Beneath achievement/trophy would gain progress when the damage source was caused by a Survivor perk.
- Fixed an issue where the Demogorgon could perform actions while inside portals after pressing F11 throughout the Traverse charge.
Comments
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Rapid Response kinda sucks.
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All of the Perks are pretty bad. Honestly, they should have released the Survivor without any Perks.
I mean, with Rapid Response you can see the Killer at the start of the game if you run an Exhaustion Perk like Dramaturgy or Sprint Burst…But still, not good.
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Rip Penti
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Lowkey I don't think any of her perks are all that great. Do No Harm is basically just We'll Make It in a different font, Rapid Response seems completely pointless, and Duty of Care sounds like a nice way to help teammates being tunnelled but it'll still just be more reliable to bring OTR + DS yourself rather than rely on teammates to help you out (at least in solo).
Can't see any of these getting common usage.
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Wow
Way to murder pentimento. That's so bad
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Does Do No Harm heal Survivors with 0 hook states at 100%? I'm not really sure how the Perk seems to work.
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kinda? it's awfully bad
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rarities are going to be absolute hell for color blind people
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What does get applied first, Rapid Response or Head On? If the former than that sucks, if the latter than that's cool :3
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We'll Make It is a generic perk and is better from the start of the game.
Do No Harm only becomes better than We'll Make It if a game goes on long enough for survivors to have been 2 hooked and facing a killer that relies on spreading damage like Legion. In which case you may get more use from autodidact from that scenario.
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I like Duty of Care. Will be a bit niche but I feel like it will come in clutch a bit. I'll definitely give it a go
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Good riddance.
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I think the first (Do no Harm) is a decent anti tunnel perk. Especially when paired with stuff like resurgence.
The second perk (Duty of Care) is (sadly) incredibly strong in a swf group and decent in soloq.
The third perk (Rapid Response) is a great idea but needs its seconds increased a bit. Should have good synergy with other exhaustion perks as well as eyes of belmond.
All around, these dont sound terrible to me. Not extremely strong, but a welcome addition and something I could very much see myself using.
Especially after we got stuff like treacherous crows, this doesnt seem nearly as bad.
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Mettle of Man and Duty of Care.. 👀
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So Nothing but Misery and Knockout didn't get buffed with these stacking changes? They're so incredibly bad.
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"Added a new Killer scenario: 10 minutes after the last generator is completed, the Killer has the option to Surrender."
Why would they, if they can just open the exit gates themselves at any time and trigger End Game Collapse?13 -
The new perks are really bad. I think I'm gonna pass on this chapter too
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I thought the same but I guess some players aren't aware that they can do this?
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Rapid Response seems really bad, a few reasons why:
- Duration of the Aura Reveal is extremelly low, to the point of you maybe not even noticing it.
- It has longer Exhausted duration than stuff like Smash Hit for an even worse effect.
I understand that it is kinda meant to have synergy with Exhaustion Perks, but I don't think making the Perk pretty much worthless on it's own or maybe even detrimental if the Killer catches you while you're Exhausted from the Perk while having other Exhaustion Perks.
It may also either work with Head On or completely neuter it which would be quite sad.
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- I expected something more for the new perks, they are not bad but definitely mediocre (as always). I will buy the new survivor because I always buy all the new DLC, certainly not for its perks🤣.surely the new survivor will not have the same success that Mikaela had with her Boon
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lol Champion of Light was already crazy in good hands.
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What would be the point of running both? If you Head On stun the killer for 3 seconds, you don't need to see their aura for 2 seconds.
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What would be the point of running both? If you Head On stun the killer for 3 seconds, you don't need to see their aura for 2 seconds.
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I like these perks. They fit her doctor character and I like Do No Harm the most. I can stack it with empathic connection, desperate measures, or botany knowledge and be healing faster and faster as the game goes on.
I do wonder if it also works on yourself with things like Strength in Shadows.
The other two I think are decent and meant to be combined with other perks. Like Rapid Response + Eyes of Belmont.
Duty of Care will definitely help in those tunneling situations with a boost thanks to your protection hit and combo well with Mettle of Man and maybe Babysitter too.
We'll have to test and see but I like more interesting perks than something utterly busted.
I like the change to Penti but I would personally like the aura detection brought down to 12 meters so at least make it a little more challenging to find. But that's just me.0 -
Yea on seconds thoughts that sounds kinda pointless haha
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#BuffFireUp
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For additional speed it will work well with those, but for best value I plan to try it with both Empathy and Empathetic Connection.
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It'd be really nice if you guys could also give away a few Bloodpoints on the PTB so we can level up the new characters and test the perks, like how 12,000 Auric Cells are given to try out cosmetics. Or, at least the new characters should start with the perks leveled up, ready to be tested.
It's insane how this hasn't been implemented already. I'm hoping I have a fews BPs left on this PTB. Last PTB I barely had Bloodpoints for The Ghoul and I had to grind a bit just so I could test his perks.2 -
The perks are interesting but weak unfortunately. However, it's better to have good design but weak perks than straight up poorly designed perks as all it takes to improve the former is increasing the numbers.
The haste/slowdown changes are gorrible though…
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I thought it meant after the most recent generator has been completed, not the final one. If it's the latter, then yeah, it's essentially useless.
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i would assume it works like all exhaustion perks where activating the condition of the perk and getting exhaustion gives you the effect.
The question was would it work with Head On since both have the same trigger condition but they don't really syngerize.
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ANY time you get Exhausted, not just fast locker exit. So if killer applies it to you, you sprint burst, ect ect
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do no harm and duty of care sound good, rapid response is twitching in a corner from being hit with roach spray.
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I'm seeing a lot of theorizing about the value of the new perks here ahead of going hands-on with them. To be clear, that is appreciated because it gives us a first look at what folks think. BUT! Please do give them a try on the PTB.
If you're not vibing with any of them after trying them out, we'd love to know what's not feeling great to you - the more specific, the better! Does it feel like it's a simple value change standing in the way of this becoming a viable pick for you? Or is the Perk simply not something that interests you? Specifics like these help us direct the feedback to the right folks on the team.
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I mean, there is still other stuff to test. But personally… I dont see the point in creating 3 Perks which will not be used outside of an Adept.
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There is nothing exciting in this ptb. The new quest system is nice, but that’s about it.
By removing haste/hindered stacking you made so many NICHE perk combos, which already no one played, useless. The perk buffs don’t even justify this step in the slightest. All of these buffs and even more could have been done while keeping the stacking.
Penti is gonna disappear forever from any loadout after these changes. I guess it‘s just another dead perk. The aura changes are a big problem. They will make it impossible to keep penti alive, but I guess that‘s the plan. Someone please explain to me how I‘m supposed to ever get 5 totems up for the effect, unless I wait until every totem was cleansed, which isn’t worth it and still extremely risky. That you now need multiple totems to get a bigger effect is fine, but an unnecessary change like removing the other effects it had. All it needed was a number nerf to 20-25% to the slowdown if it even needed that.
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Yeah I think the intent is stacking it with Eyes of Belmont. Could probably use a higher base number.
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Those perks are focused too much around SWF instead of Solo players. Meaning it will be only useful for SWF and useless for solo players.And rapid response is just pointless. At this point it's better to just run fogwise. You can see constantly killer's aura and you're doing objective.
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Rapid Response should have a higher value. It shouldn't be reliant on stacking with another perk just to be good.
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Duty of Care is going to be way stronger in SWF's with voice comms, than in solo. Survivors should be not rewarded for using voice comms.
People keep saying "bridge the gap between SWF and solo", and then BHVR releases perks that will barely get used in solo, but will be really obnoxious when coordinated SWFs use them.
I honestly don't understand this game balance decision, that it's ok to release perks that are clearly targeted for SWFs with voice comms.
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I agree. Hopefully they'll improve the numbers on it.
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I agree, but to be honest, "requiring it to be stacked to be good" applies to a lot of perks we currently have.
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