http://dbd.game/killswitch
Developer Update | August 2025
Comments
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Killers get basekit BBQ, Haste, and an increase for their next generator kick.
That is, being conservative, two basekit perks - BBQ, and Pop - plus the partial effect of a few other perks in the form of Haste. While I suspect the generator kick increase isn't going to be much, basekit information and Haste after a hook is huge- it's frankly maybe too much, that's how good it looks on paper.
As for Myers, I think people are forgetting he already did this? He already had a bigger lunge in Tier 3, they just buffed a thing he already had and was already a big part of his identity.
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Why does anti slug trigger when the survivors force the killer to slug? Sometimes the killer literally can’t hook a survivor.
Killers really should be given a way to remotely hook a survivor after they’ve been slugged for 30 seconds., Or killers should be given something to prevent lose/lose situations where the survivors purposely create situations where they can’t be hooked, and then use their basekit unbreakable to pick themselves up.
-2 -
To be fair, will it trigger in those situations?
90 seconds is a huge amount of time, I can't think of any time I was forced to slug a survivor for that long. Genuinely, can you think of any examples where a survivor would need to be slugged for almost half their total bleedout bar?
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why have we stopped showing perk changes on dev updates and instead opted to doing it over discord???? Not everyone wants to opt into a discord live stream to see what perks got changed and I get right after will be patch notes for the ptb but genuinely seeing them before we even get to a PTB can help call out some outliers before they even need testing to begin with
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I see you guys have studied all discussions we' have had here on the forum about these tunneling and slugging.
As an advocate for many of these changes I see you are adding here, I would like to Kiss and/or Congratulate the team.Absolute peak Update!
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This is very survivor sided but I won’t complain. Faster killer queue times are always better
-2 -
that's too op and the killer can't win in this situtation
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to the killer mains here, dont worry, after the ptb, as always, half the things you see as scary will get a nerf or be removed, but you will maintain all the buff you are getting.
having to wait 5+ minutes for a trial is not going to be solved on the other hand, because people dont want to play survivor as the game is now, and the game is not going to change much from now to after the ptb. i can already see the hens video saying that this update is going to be disastrous for example, and be sure that bhvr will hear and listen to his feedback
-12 -
- There is only 1 hook in range, and it’s currently broken because of a sacrifice or the Breakdown perk
- A survivor sabotaged a hook while the killer was carrying a survivor, and now they have too much wiggle progress to hook
- A survivor is under an undropped pallet, and their teammates keep threatening the area, and the killer needs to chase them all away
- Same as #3, but involves flashlight or flashbangs, when the survivor isn’t near a wall
- Some places are just literal hook dead zones
And because we’ve literally had this conversation multiple times before, I don’t care how much you think these scenarios are fine. I know you think these scenarios are fine, and I don’t care.
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Congratulations to the developer, you managed to make the worst update of the game since its creation. In addition to destroying the best killer of the games seriously make myers a dash killer?!!! #########
-13 -
Love the new core loop of fresh hook → see next survivor → zoom to the next chase. Main note: I think the gen regression should come in the form of a pain res instead of a buff to the next kick. If killers are following this loop they won't always know which gen is the most progressed and won't have time to go kick it even if they did. Auto regressing the most advanced gen is a faster, more consistent way for the killers to slow down gens. Without tunneling, killers need a base kit way to keep gens from flying that doesn't interfere with the gameplay loop you're trying to construct.
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Dead myers! No tunnel, no slug! i love that update!
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DONT RUIN MYERS! DEVS, PLEASE RESPOND!
These changes completely ruin his aesthetics and don't align with his character from the movies.
If anything, keep him the same but give him an additional ability to teleport to places on the perimeter of the map when outside all survivors's line of sight. Lorewise you can say the entity gave him this power, but it fits his movie themes of stalking from far away, disappearing, and reappearing from a direction survivors don't anticipate. To balance it you could have some fun adding in unique audio cues or "stings" from the Halloween movies and making the teleport ability drain some Evil Within meter so he can't teleport near someone and instantly expose or mori someone.
These PTB changes essentially make him a copy/paste Chucky that's much easier to spot and telegraphs his lunge attacks for survivors to abuse Dead Hard and other endurance perks.
The main problem with Myers currently (pre-PTB) is his predictability. He's suppose to be a stealth killer and once someone is hooked or a SWF group on comms sees him, his position is always known. The changes I proposed would certainly keep his movie aesthetic and introduce some good-ole', classic Michael Myers jumpscares (now on open maps without having to rely on indoor map and scratched mirror combo).
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That's not so bad then. Thank you Mr. Ryan, sir
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But did we fix the 2 Tome challenges that are broken? One in Tome 18 and the other in Tome 19?
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Just to clarify, I think it’s really awful BHVR only cares about slugging when it’s negatively affecting survivors.
It’s massively frustrating for killers, if they go through all the time and effort to knock a survivor to the ground, and then find out they literally can’t hook that survivor, and they basically wasted all that time.
And this update is making MASSIVE changes for the survivor player experience, so killers really should be getting a basekit way to deal with the slugging issues that negatively affect killers.Why did we spend so much time and effort to make sure the AFK crows never unfairly punish survivors, and yet it’s ok for anti-slugging to punish killers when the survivors weaponize it against the killers?
(the forums won’t let me edit my previous post)
-8 -
Soo, Killer players just load into the game and stand still for the entire game. That's about as useful as you're gonna be, so why waste strength pressing any other buttons. What an absolute absurd update, clearly don't play their own game….
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I'm pretty pleased with this dev update!
I think Ghoul needs more nerfs though. He's still far too easy for how strong he is.2 -
Alright, in order:
1: In those scenarios, wouldn't you be dropping that survivor and chasing someone else anyway? If you're waiting out the hook respawning instead, how often does that take 90 seconds? If it does take that long, aren't you throwing by waiting it out to begin with?
2: Same as above. You'd be dropping that survivor and chasing the sabotage user anyway, in most scenarios the survivor you dropped is getting picked up regardless.
3: This does not take 90 seconds.
4: This also does not take 90 seconds.
5: This is the same as the first two.It's not that these scenarios are "fine", it's that they aren't really relevant here. In three of the five you'd be dropping the survivor and focusing someone else anyway, so the survivor you dropped is probably getting back up again (& frankly this new system is a nerf in those scenarios because the survivors might be inclined to wait 90 seconds instead of picking their teammate up themselves), and in the other two 90 seconds is a ludicrous amount of time to secure your pickup.
I think you're not factoring in just how long 90 seconds is in these contexts. It's a long time in DBD.
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Yeah, this whole anti-tunneling paragraph was absolutely cringeworthy to read. Can't really blame BHVR though. There's always been a massive demand from Dunning-Krudger'd TikTok/Twitter surv mains and they're catering to it. At least killers get benefits from not commiting a t-word but the handholding truly feels patronizing and pathetic. At this rate, killer role will have rail shooter gameplay by 2035.
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The only thing Im sort of iffy on is recovering while crawling, yet again its not like Tenacity is this absolute menace of a perk so I guess we'll just have to wait and see how it goes
Apart from that, anti tunneling changes look good to me. The fact they didnt just think about giving survivors something, but also that killers getting a bonus to incentivize spreading hooks is really nice. Very much looking forward to this change
Elusive is an extremely good way of teaching which perks give off stealth. Nothing bad there
Myers rework reminds me a lot of original Doctor being a stance switcher. All round I think its pretty decent. I really hope they reintroduce the stalk warning and also that 1 sound effect that went unused.
Other killer changes I have absolutely no complaints.
All round, seems like a pretty good patch. Lets just hope we get good perk changes but also.. lots of bug fixes
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how survivors can "abuse" anything without collision ?pls explane to us ? and big W changes and i hope they wont get reverted after few days as always……
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Looks great, can't wait to see what actually makes it to live. :|
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More like Pig.
-3 -
The reason why camping and tunneling are biggest pain points for the survivors is because it makes them difficult or impossible to engage in game's aspects like hook saving, healing, and gen repairing, leading to die early with lower score. But I don't think being survived until all gens being repaired means you died early with low score or failing to properly engage the game.
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For real, I’m not having this conversation again. I am just so so exhausted with hearing how important it is for survivor issues to be fixed, but being told that killer issues are “fine”.
This update has massive massive massive changes for survivors. The fact that killers get absolutely nothing to help fix their slugging issues, is absolutely ridiculous.
This just encourages survivors to weaponize the anti-slugging mechanic, just like they did back in the PTB that had basekit unbreakable.
-14 -
Ok, but it does mean that you died likely without deserving it
-1 -
I'm not telling you killer issues are fine, I'm telling you this new change doesn't affect killer issues.
I'd agree with you that certain forms of forced slugging are annoying to deal with as killer and it would be really nice to see something done because of it, but it's a leap to say that means survivors even CAN weaponise this new system, let alone that they'd be encouraged to. How can they possibly weaponise a system that takes this long to kick in?
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Can you tell me will vanity mirror still keep 4.6ms speed while undetectable at stalking mode?
-2 -
Why did Myers need changes? His power was unique and decently counterable without relying on perks. Map RNG was the biggest problem with some of the builds/playstyles, I'm looking at you, fellow scratched mirror enthusiasts.
I agree that some of his addons needed some updates. The lower rarity tier 3 duration addons were pretty obsolete in my opinion. Also, the addons that revealed survivors' auras after stalking for a couple of seconds were hardly ever used.
I usually play Myers whenever I do killer matches, so I'm speaking from experience here.
I really hope that he stays the same, I don't like the sound of these changes.4 -
Are you guys the dumbest company to exist? Genuine question. What the ######### are these anti-tunnel changes??? And the fact that Killers still have a gen regression limit? Do you want Killers to play the game or do you not? Who in the actual ######### thought that was a good thing to do
-14 -
Have we considered how meme teams or survivors jsut wearing the same cosmetics factor into this? Sure its rare, but it happens (I'd argue as rare as a true tunnel) Is it fair to punish a killer for an honest mistake?
In my opinion, these changes (while some are necessary) are far too aggressive. Killers will have to be more selective about their chases, and will have to start actively leaving injured parties (i dont tunnel on purpose, but if an injured party passes me, im not going to ignore them) yet there seems to be no changes to reduce gen repair speed.
SWF's with base kit unbreakable will make it a point to leave people down and continue working on gens. Hooked survivors will be more aggressive with body blocking. Youre even encouraging slugging with the new anti-tunnel system, in situations where the killer losses track of hook states or who they hooked last.
You've taken away significant parts of a killers ability to apply pressure (with survivors being able to pick oneself up and this new anti tunnel system) without taking away any gens repair speed or the like. I cant see a world where this doesn't impact the killer experience as a whole, not just for those that go out of their way to tunnel and slug.
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a lot of these changes are going to add much more complexity to an already impossible game to understand for new players. "why do i have haste? why cant i kick this gen?"
Hooking a different survivor from the previous hook should give the player an indicator that says something like "Fresh Hook!" and hooking someone who was hooked last should pop up like "Stale Hook…"
also, there's so many little benefits and detriments floating around in relation to this stuff, the least you could do is have an indicator called "Entity's Favor" or something, that has green up arrows when you do Fresh Hooks and red down arrows when you do Stale Hooks. I think these kinds of things would make the benefits and detriments of these actions more intuitive and understandable to new players, they'd know when and what they did wrong.
Also, that slugging free pick up meter should persist between downs even if the survivor picked themselves up (though of course it should be capped at around 85% so survivors cant pick themselves up before a killer picks them). it should slowly regress while the survivor isn't downed, that way if someone makes a mistake picking themselves up too early and instantly downed again, or gets healed by a teammate and was unaware they could hold shift to prevent the heal, they wont be punished by another full 90 seconds of slugging.
plus, that stipulation that you can only use the free pickup when you're fully recovered is never going to matter if the game automatically recovers for you, because nothing interrupts the recovering and the only perk that slows recovery will never make it take more than 90 seconds. however, if a player got downed a few seconds after they picked themselves back up and only has to wait 15 seconds for the free pick up meter to be full, they still need to fully recover normally as well. this way, recovery perks will play a more dynamic role in this mechanic.1 -
Survivors were creating areas where they couldn’t be hooked, and would purposely run there when they were getting chased. And since survivors could pick themselves up, their teammates could just stay on generators.
And again, if it’s so very rare for killers to be forced to slug for extended periods of time, then it should be completely fine to give killers a basekit way to remotely hook a survivor after they’ve been slugged for a certain amount of time.
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With the whole "If somebody dies before 6 hooks" thing, how will that work for killers like Onryo and her Condemn, and if Tombstone Myers is still possible paired with the Tuft that gives him his old power?
I am also a little worried about this mechanic. 6 hooks seems a bit much imo, since some survivors will literally throw themselves at a killer for low% plays, which not only rewards survivors for bad gameplay and doesn't help them learn or improve, but also will punish killers for acting on it which in turn can throw the game for them. Body blocking with bully squads will be so much stronger now since they know if they die, they buff their whole team.
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Do you guys play your own game or do you just listen to Surv mains crying on Twitter
-1 -
I mean, what's changed there?
Outside of the new system being considerably slower than any perk they could bring… what's new? They can still do that and it isn't any stronger or more accessible.
I agree that it's still annoying and still needs to be fixed… but survivors can't use THIS UPDATE to make that any more annoying. It's just unchanged.
That's a genuine question, it's not rhetorical. I'm asking you directly, what has changed regarding unhookable build shenanigans because of this update?
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I think the go-next prevention system should come back now that early/mid-game tunneling is effectively gone with those changes. Remember that people were complaining about that system because their beginner teammates were being tunneled and died too early into the game which falsely triggered the system.
-2 -
GG you guys finally messed up killer completely. You guys know that this game is survivor sided and that there are several options for survs to not get tunneled or slugged and if so its just a lack of skill and no problem of the game.
-9 -
Can you clarity more about what happens to "The Shape's" Mirror addons?
Since 4.2ms in stalker mode is absurd in modern dbd, you guys stated you dont want to turn killers into slugs anymore?
I did open up a question post under #General discussion
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do you hate the players on the killers so much that you're ready to kill the game for them?! I hate playing on the survivors because we've made it as easy as possible for them. "Don't think," "Don't play," "Press the space bar." Are you kidding me?! I can consistently win 2 out of 15 games as a killer, and it's getting harder and harder and harder every time, but you've turned my role as a killer into a clown for entertainment, not understanding why players use "slug" and "tunnel." How can you do this to your players????
I really want everyone to leave your project after this update. Absolutely all the players on the killers left your project and all the players on the survivors waited for hours for their turn. Haha. I'm deleting this product and I won't be back. I'll be one of the first to do so.
Thnx bhvr. And bb.
-3 -
"Stop givining killers free (arbitrary) buffs" they say, while reading patch notes giving (primarily) survivors mass buffs. Sure Jan.
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Searching chests is banned in DbD League, does that mean chests are unbalanced?
No, obviously not. Comp is just a completely different game, and so has different needs. Referring to it as a measure of balance is flawed for so many reasons.
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I am a killer main, I have sat through many updates and balances and said nothing because I’m not the type to make a fuss but this?
This seems very heavily survivor sided. Like you are removing the need for any skill slowly until it becomes a game that any survivor can win against any killer no matter how experienced because of all the assistance handed to the survivor side!
Killers are slowly becoming like ride operators at a fair ground, we aren’t there to win but just to entertain your survivor base for you until you can make killer bots work.
I haven’t played since day 1 but I’ve spent the majority of days playing for the last 3 years and slowly losing the will to even bother playing anymore. We are used to survivors shouting louder, but Killers, now is the time to speak up I think, before we lose the game we love completely 💔
2 -
Thanks for the clarification!
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Literally the survivors being able to pick themselves up.
Currently, if a killer is forced to slug, they can proxy camp the slugged survivor, because a teammate eventually has to pick up the slugged survivor.Also, I think it’s awful that you think it’s fine for the slugging issues to “be the same” for the killer. It shouldn’t “be the same” for the killer. It should be a much improved killer player experience.
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Anti-tunneling and anti-slugging both seem pretty good, nice changes overall.
@Dwight_Fairfield your thoughts on Myers, friend?
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Phenomenal changes all around. Good job BHVR
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One problem with anti-tunnel staying on is that it could be actively detrimental to hook. If the player has enough states, it could confirm a free out for the survivor. In that case, the survivor would get an out without deserving it. Killers would feel the anti-tunnel constantly if left on. Survivors have to deal with an annoying death less frequently. Anti-tunnel turning off is the overall less frustrating option.
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