Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Developer Update | August 2025

13468911

Comments

  • Linkdouken
    Linkdouken Member Posts: 668

    I knew 'sound' was the wrong word to use 😂 it would be funny if he did though

  • Mistfit
    Mistfit Member Posts: 25

    I have to disagree with this (I didn't downvote nor upvote). I would like to hear your opinion on why you think they should be disabled. I personally think that it shouldn't because 1. There isn't anything else for a killer to do than to secure a kill 2. If they allowed it then people would only run OTR and DS guaranteeing they get out and body blocking for someone else. The way it works now is perfectly fine granted they still get basekit BT and haste where they can still make it somewhere

    e

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited August 29

    I play both sides, but I main an m1 killer (p100 ghostie main, P100 Alan Wake main). Honestly, I think I like most of these changes with the exception of the permanent penalties for doing your objective. There's a variety of reasons why someone could be eliminated by the 6th hook. Toxic survivor, cheater, an afk, other survivors just hiding constantly, or a particular survivor is just extremely strong vs the rest of their team and needs into be eliminated sooner than later, or the team is a strong SWF and you've identified their weak link, or you're just simply having a rough time with hardly any hooks and minutes later just happen to come across the same survivor again which is the only valid target of a hook, or people just giving up on hook, or other survivors refusing to unhook the survivor - there are so many reasons someone would get eliminated that was hooked prior or by the 6th hook. I think its an awful idea to permanently hamstring the killer due to these numerous scenarios that commonly happen.

    Other than that permanent penalty, I think the new changes are good, though I'm a bit iffy on basekit BBQ...I think there's too much aura reading as it is in the game.

    While I know a LOT of killer players absolutely focus on slugging and tunneling - y'all need to understand - it's a very, very unfun situation. Perhaps I'm biased here, as I typically play for everyone to have fun and I avoid slugging\tunneling if possible (unless it's a bully squad - I'm all in vs them), but at the end of the day, we're all players all playing a game, and if there is something that is consistent incredibly not fun for ANY player - survivors or killers alike - something does need to change.

    In the end though, I feel the changes made are good enough to help reduce tunneling and slugging WITHOUT THE NEED TO ALSO have a PERMANENT penalty if a survivor happens to die by the 6th hook. There are just too many valid reasons why that situation can occur…not to mention bully squads absolutely will weaponize that against killers (incoming everyone picking the same meg skin so the killer can't tell who is who in chases). I'm a fan of the proposed changes with the exception of the permanent penalty within 6 hooks which I feel is overkill. If that is seriously going to be added, killers will absolutely need a hook counter built into the game as to avoid unintentionally getting a kill within 6 hooks.

  • Mistfit
    Mistfit Member Posts: 25

    Honestly him losing the tiering up is fine because its not like he ever reverted back to tier 1. These changes are fine ON PAPER but we'll see once we get into ptb

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509

    I think at this point the devs also need to take a close look at the end game. It's been turned into something where literally anything can happen to flip the game heavily into the killer's favor, and so it incentivizes the least interaction and gameplay so survivors will just leave. No I'm not talking about tbagging at exit gates, but rather when someone is inevitably left hanging on hook and then people have to make the tough choice of even attempting a save or leaving them to die.

    Perks like noed and no way out flip the game around into what was once a decisive victory and back into terrible danger. Or what was just barely a passing win into a crushing defeat. Blood warden still keeps survivors afraid of opening exit gates, or panic leaving before one of their team gets hooked.

    Everyone is always saying "What else is the killer supposed to do!" but camping the last survivor on the hook is by far one of the most boring parts of the game, and arguably still frustrating if you happen to be a killer without any instadown or multi-hit capabilities.

    Something really needs to change about the endgame.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    I think in short this new changes especially BBQ baseline will make it a bit tougher for swfs 4 mans.

    Like by now they have everything down from releasing the gen when pain reso is proc, if its not dms.

    Even with BBQ baseline this should make it a bit tougher because all 3 will have to hide and waste time by not moving closers for save.

    Pop will punish them too

    Haste helps as well.

    120% or 125% on myers lingering a bit with his new lunge dash ability will be lethal xD

    It might just be a 50/50 rival factor here

  • JPLongstreet
    JPLongstreet Member Posts: 6,990

    I would absolutely love to do so. Please add Epic and the consoles to the PTB.

  • bm33
    bm33 Member Posts: 8,404

    The part under anti tunneling where it says a handful of killers will have the effects lessened - can this start happening with perks? There's so many times where a perk will be miserable to face on a handful of killers but fine for the rest of the killer roster. There is then a back and forth of nerfs/buffs trying to make the perk work because when nerfed it becomes fine for that handful but then useless for rest and then buffed it's back to miserable to face with the handful but fine for everyone else. If maybe the effects were lessened for the handful of killers the perk is a problem on it could save time/resources that are normally used doing the back and forth nerfs/buffs.

  • JeremyDX
    JeremyDX Member Posts: 8

    Why was my post deleted literally said nothing wrong actually stupid.

    Ill post a picture this time instead if you don't want me linking your own damn site.

    image.png image.png image.png image.png image.png
  • Coffee2Go
    Coffee2Go Member Posts: 771

    Yeah i think this new changes will require survivors to adapt more to them than killers, obviously the killers relying on tunneling for their secured 3k and 3v1 situations will need to play how they used to before they got comfortable in tunneling 3v1.

    Thankfully on my side as a killer and as myers i only had brief period of times and matches of just tunneling so i didnt get used to it as much.

    I will be way more paranoid and aware now and having to rely on figuring out which locker will be near me and such

  • Aspartame
    Aspartame Member Posts: 1

    This update was so incredibly egregious that I had to make an account just to post my annoyance at it. 10 years and I haven't felt compelled.

    Is everyone at Behavior smoking crack? Are you all mentally impaired by drugs? What made you think getting almost any of this past the cutting room floor was acceptable? Punishing killers for playing the game and catching out survivors who make mistakes by PREVENTING THEM FROM BLOCKING OR REGRESSING GENERATORS AND BUFFING THE SURVIVORS' REPAIR SPEED ALONE? Whoever came up with that gem needs to be fired immediately. Making hooking essentially a GOOD THING for survivors? You guys DO understand that getting hooked is the survivors' FAIL STATE right?

    Could you at least TRY to hide your contempt for killer players? I know Survive with Friend survivors make up the loudest part of your fanbase and you feel your revenue relies ENTIRELY on those obnoxious whiners, but you could at least PRETEND like you care about this game at all. Is this just your announcement to the community that you've entered full pump and dump mode on DBD?

    Reconsider your actions.

  • sorenareagle
    sorenareagle Member Posts: 4

    This is my first post on the forum to give my opinion on this update.

    Frankly, it should be a really lousy update. I think newbies will give up on Killer and quit the game. Some players may turn into survivors, but the killer population will be greatly reduced and only skilled players will remain. Furthermore, skilled survivors may leave the game because the game becomes too easy and boring to just encourage killers, i.e., the game itself may collapse.

    In the first place, the killer should be just as strong, if not stronger, and the entities should be the killer's allies.

    It is abnormal from the perspective of the game world for a trapper to get caught in a trap he has set, or for a pig to not see the aura of a box he has set.

    Please take care of the world view and not just make Myers a dash killer when you adjust him.

    Developers should remember their original intentions.

    Translated with DeepL.com (free version)

  • Mistfit
    Mistfit Member Posts: 25

    These changes are extreme updates not even major. I primarily play killer and not about to sit here and tell you I play by the survivor handbook which is ironically how this update is looking. There's a few problems that I personally have that weren't addressed. One of them being what happens when a survivor/bot is just left on hook to die? Do we still take that penalty? There's also the survivors that like to hop in lockers to force dc. When they miss it do we still get punished? I know some of these may sound like extreme examples but it still happens often enough to warrant concern.

    I've no problem with the slugging update only thing I would like is in endgame we get like a mini basekit deerstalker. I know some people would disagree because they're likely thinking "why are you slugging in endgame anyway" sometimes people miss play and you can slug for more pressure

    I will also had buffing clown in the middle of all the other major changes is hilarious to me. Myers is gonna be eating good in door maps and at high wall tiles. I'm PRAYING that tombstone piece gets removed its unfun to go against as survivor.

    L Darcula buffs were not needed he was already a strong enough killer

    W Ghoul change (he's still strong af)

    W Oni change

    L Unknown buff out of teleport, it was not needed. Only thing that was fine is the camera change and MAYBE the uvx

    50/50 on Myers. Myers getting tweaked was a must. Idk about making him a tall instadown chucky but we'll see how that goes. Also thinking about it, it just sounds like you're making him a tall chucky but better.

    I hope the tomes have better challenges than making me go unlock chest, totems, and can we bring back pink glyphs in exchange for the green ones.

    As far as the perk changes go Imma say this and I might be in the minority on this. You all can just release survivors and killers without perks. For a while at least. Reason why I say this is that we have more than enough perks in the game and A LOT of the new perks are better version of perks that already exist i.e Unforeseen and Trail of torment are basically the same perk theres A LOT more. Then when a perk is unique is usually just trash no will run. Hex: Two can play, Treacherous crows, Hardened, No Quarter (merciless storm for healing btw.), Shattered hope was only ran for COH then you all butchered that perk so it never gets used. Dark Arrogance etc. etc.

    Then when you all do touch a perk to buff/change it you just give it exposed or some form of aura reading

  • Batusalen
    Batusalen Member Posts: 1,410
    edited August 29

    You are not taking into account all the options, just reducing it to one specific scenario. For example, you didn't consider that with the new crawling speed and being in a SWF, he can crawl to his closest friend AND he will still keep recovering. Meaning, his friend can finish whatever percentage the gen has left, catch him midway, and instantly get him up. All this while, technically, one other survivor is undisturbed doing gens. Another thing you didn't think of is that they can have 2 bodyblocker loopers covering up for each other and wasting your time, or that they only need to force him to hook the same survivor twice to already benefit from this strategy (no "unique hook" buffs for the killer).

    In fact, like you said, they already use tactics like this right now with perks like OTR and DS effectively. Just imagine when they have a bunch of free perks and effects on top of it that make it even better (and fun for the killer, of course). Other thing you forgot to take in count is that there are map zones and tiles where is impossible to ignore the bodyblocking survivor without giving the other survivor a lot of distance. And now he can literally go through you to position himself.

    Also, here's an addendum of exploitable things to take into account. This is the list of all the "conspicuous actions" that will deactivate all the new effects survivors get on unhook, including no collision with the killer:

    • Cleansing a Totem
    • Blessing a Totem
    • Healing yourself or other Survivors
    • Opening an Exit Gate
    • Performing an Invocation
    • Repairing a Generator
    • Sabotaging a Hook
    • Unhooking other Survivors

    Notice something missing here? That's right! Using an item is NOT a conspicuous action. Meaning, there is nothing preventing them from flashlighting you, or even better, exploiting the fact that a flashbang dropped inside the killer is unavoidable to do saves while still maintaining all the unhooking effects.

    I really hope they thought about this and change it when they implement the other things, or they basically just made one of the most overpowered bug exploits in the game basekit with added free Iron Will. Nice job.

    EDIT: And now there is this…

    So, if you manage to "immobilise" that survivor 90 seconds one time, then they get Unbreakable for free to keep "just annoying" you the rest of the match. Well thought changes, 10 out of 10. Keep trying to defend it.

    Post edited by Batusalen on
  • VibranToucan
    VibranToucan Member Posts: 674

    This seems way too strong, I hope we get some massives nerfs to sabo/saves/wiggle perks to make it up for it.

  • sinfulll
    sinfulll Member Posts: 1

    Look I get they want to make it more survivor friendly and there is nothing wrong with that and I also agree with the slugging as long as it is still fair on the killers end as well but having to get 6 hooks before killing a survivor is way to many hooks if it was 3 then tha tree realistic but 6 is basically throwing away half of the game for killer no matter how much gen regression you do that won’t stop them from knocking out multiple generators before you can even kill a single one in the trial I think 6 is ridiculous because as a killer you will only be able to apply a little amount of pressure instead of the amount you need to actually give them a challenge and Myers becoming a dash killer isn’t too bad in my eyes I jus hope scratched mirror and other things stay the same as I use a jump scare Myers build myself but all in all I agree with what yall are doing just tone down the amount of hooks at least.

  • YamamuraVideoRentals
    YamamuraVideoRentals Member Posts: 509
    edited August 29

    I agree with this sentiment.

    And I think that what bhvr will need to do is start personalizing each killer more. Maybe give each a unique hitbox size, or breaking speed or stun duration, and tweak each perk individually for each killer.

    Take predator for instance. The way it works now is fine for your basic slower M1 killers, but for those with higher mobility like blight, kaneki, or the infamous nurse, the perk could just work as it did before: simply making more consistent and easier-to-see scratch marks.

    Stealth on bubba is also a really nasty thing, and I could see the duration of stealth being reduced on him. On the other hand, since many people feel bamboozle is necessary, I could imagine buffing the duration of bamboozle slightly when using it on bubba.

  • lettuchia
    lettuchia Member Posts: 607

    Ah yes, just leave through the gate while you're on hook getting camped

  • lettuchia
    lettuchia Member Posts: 607

    Plenty of killers like bubba, billy, huntress, trickster, and others still make it impossible to save without repeatedly trading even with free body blocks, leading to a free kill. The killer doesn't need anything to do in endgame other than finishing up chases and whatnot, and if that results in a 4 out so be it, you don't always deserve a kill

  • VibranToucan
    VibranToucan Member Posts: 674

    "If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering."

    So one use of plot twist just charges a third of that time for free?

  • SnakePVP
    SnakePVP Member Posts: 102

    This seems like quite a strong buff to survivors. I mean you could bait two hooks and have people rat and know your basically immortal since killers dont want to lose gen regression for the whole game. This all seems super survivor sided while killers have to basically sweat to ensure they get 6 hooks before even hooking the first person. While they only get temp buffs rather than full game ones. Does this mean I need to keep track of all 4 players hook status and when I hooked them by order. What about less strong killers sometimes by 3 or 2 gens I've only got 4 hooks and now I have to specially track people down or I've basically lost the game since I lose all my gen regression perks. Gen speed is already so fast that on some killers I have to run 1 or 2 gen regression perks. Bully squads will be impossible to deal with. Might as well just let killers abandon if they get down to one gen without 6 hooks so we dont have to waste our time or if thats too much let us abandon after the doors open.

  • Skitten56
    Skitten56 Member Posts: 559

    Just going to leave my initial thoughts here:

    Slugging Reduction:

    If a Survivor is left in the Dying State for a total of 90 seconds during a match, they gain the ability to pick themselves up after fully recovering.

    Gradually increases crawling speed for Survivors who are left in the Dying State.

    Added the ability for Survivors to recover while crawling. Recovery now occurs passively with no need to hold a button.

    Perfectly fine changes. Should punish aggressive slugging without hurting standard gameplay. 10/10.

    Tunneling Reduction:

    When a Survivor is hooked, their hook status is hidden from the Killer. When they’re unhooked, there is no notification and their hook status isn’t revealed immediately.

    This was perfectly fine until the last part. No noise notification to avoid killers going straight back to hook, great. But having the HUD lie to you is NOT okay.

    Unhooked Survivors gain the following effects for a limited time:

    Haste, Endurance, and Elusive (see below) status effects.No collision with other players (both Killer and Survivor).

    Immunity to Killer Instinct and sees the Killer’s aura nearby.These effects are lost when the affected Survivor perform a Conspicuous Action.

    All these effects (except Haste and Endurance) are disabled once all generators are completed.

    Added a unique effect to the Killer hook state UI that indicates the last Survivor they hooked.

    Most of this is good, but I'm completely against removing collision for unhooked survivors. Do survivors abuse it, yes. However it can also be punished and end up costing them more. The last few years BHVR has been removing interactivity between the 2 sides and this is just a continuation of the worrying trend.

    Simply put, the game is more interesting and fun when there are more moments and decision points where players can interact.

    After completing a “unique hook” (the same Survivor is not hooked consecutively), Killers get the following benefits:

    • Bonus damage for the next generator kick.

    So now those who run builds to avoid kicking gens are going to be hurt unless they go out of their way to kick gens. Why not just make it a passive effect?

    Temporarily reveals Survivors (think basekit BBQ & Chili) that have less or equal hook states to the hooked Survivor.

    These effects are slightly lessened for The Blight, The Dark Lord, The Ghoul, The Hillbilly, and The Nurse.

    Reducing the effects for stronger killers that don't need it is a nice touch, but could be problematic. Free info can be powerful, and suddenly deciding what killer gets access to the info and does not get it will have an affect on the killers performance.

    • If a Survivor dies before 6 total hook states, all remaining Survivors gain a repair speed bonus for the rest of the Trial.

    A permanent gen speed buff can potentially be very strong. Against good teams tunneling is often the only way to actually win when playing weaker killers. By making such teams even stronger when needing to tunnel someone out, it just hurts weaker killers even more. I would balance it by making it have at least an additional requirement.

    • "If a Survivor dies before 6 total hook states, AND dies before 3 generators are completed, then all remaining Survivors gain a repair speed bonus for the rest of the Trial."

    This would make it so the mechanic only punishes survivors that tunnel and take someone out early in the game, but doesn't punish killers that are already struggling.

    Also killers that can instant kill by properly using their power like Pig, Myers, and Onryo should not trigger this effect. If a killer uses their power effectively and the survivors fail to manage it by doing the counter, such as going in a locker, grabbing tape and doing tape runs, that is just an extension of standard gameplay. Such actions should NOT punish the killer for performing them.

    Killer Updates: The Shape

    Just no. Instead of reworking unique killers people passionately enjoy in order to make them have more appeal to the general playerbase, maybe spend that energy finally fixing the long list of bugs on practically all killers instead.

  • RedFoxLeanne
    RedFoxLeanne Member Posts: 4

    Yes. Good. Get rid of the hook status. Never should have been added to begin with in my opinion. Make people actually have to pay attention again like the old days. Players have gotten way too comfortable with every single thing being revealed to them during a game. Use your brain and eyeballs, and you'll be fine, because really, they're just reverting adding it in the first place. Not that big a deal if you don't need your hand held. The anti tunnel changes are perfect, love it. We managed before the HUD update, people can manage and learn how to live without it again. Now, I DO question why survivors will be able to recover passively… That is a bit much. As is the dash on Michael, I think that's unnecessary and not accurate to his lore. Everything outside of the anti tunnel changes worries me, except MAYBE the change on Ghoul.

  • Mistfit
    Mistfit Member Posts: 25

    The thing about it is its not about deserving a kill it's securing at least 1 assuming you didn't get anybody else that match and also in endgame most likely whoever goes for the unhook is going to be traded with anyway, once they get hit jus chase and down that person depending on who it is and where you are to the gate

  • Emeal
    Emeal Member Posts: 6,617

    Its called compensating but also you can just slug Survivor A then.

  • lettuchia
    lettuchia Member Posts: 607

    Since you don't deserve the kill you shouldn't get it either

  • jesterkind
    jesterkind Member Posts: 9,528

    So, a couple things.

    First, while you're right that the basekit Tenacity would lessen the impact of being made to crawl to a teammate, for sure… I don't personally feel it overcomes the fact that the killer basically just got to chase two survivors for free without giving up much in return.
    In most cases, the protection-hit level of distance survivors can get from someone bodyblocking isn't a huge chase extension. It certainly can be, but it has a higher-than-equal chance of backfiring too, I'm perfectly okay with that risk existing in the game, it allows for very interactive big-swing plays. It's really just the Tenacity that affects this, too.

    I don't even know where to start with the notion of two bodyblockers, though. That's just the survivors throwing to try and bully the killer, no two ways around it.

    For the other effects you mention… I don't really see how any of them are going to help with bodyblocking. After an unhook you literally can't bodyblock (It's not "moving through the killer to get in position", it's… not being able to bodyblock because the killer can walk through you), and even discounting that, the other effects are stealth-oriented and not bodyblock-oriented.
    Losing a bunch of tracking options on a survivor is irrelevant when they're hovering right in front of you trying to stop you from chasing their teammate, y'know? It just doesn't make a difference here, and it's a moot point anyway because in order to bodyblock at all they need to get rid of their extra effects by doing a Conspicuous Action.

    It's only the threat of the anti-tunnel penalty that they'd have to sway your actions, and at that point we return to Slug 'Em All 1989 I Am Machete Man.

    When you talk about the lack of collision setting up flashlight saves and flashbang saves: I agree! This is the big concern I have, and the one thing I think really needs careful attention on the PTB. If there isn't something in place not mentioned in this update to stop this, it'll need very insistent pointing out to BHVR to make sure something happens between PTB and live.
    That is a possible problem and a really potent one too.

    It's just, y'know, the only possible problem I can see, at least with anti-tunnel. Bodyblocking is obviously a non-issue now after an unhook, and survivors trying to throw themselves at you still leaves you with options to handle them. I'm open to there being more problems that become apparent on the PTB, but on paper, I'm not that concerned.

  • Kitsunenokage66
    Kitsunenokage66 Member Posts: 3

    What's to stop survivors from letting the first person to get hook DIE on hook to proc this? Because if they just are never unhooked, both of these will go into effect.

    image.png
  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    If a survivor has 1 hook state, and aggressively bodyblocks the killer, they instantly die if they get hooked again? Really?

  • norelarrea
    norelarrea Member Posts: 1

    Bro, I hope they don't go through with this. This is probably the worst update they ever made and it's not just about slugging and tunneling I get that that's bad but there's a lot of killers that don't even mean to do it sometimes you can't even pick up so you have to slug and there's so many anti-slug perks you can literally use same thing with tunneling there's so many second chance perks in the game for survivors yet they still complain about slugging and tunneling no one is gonna play killer after this update now imagine the bully squads now and all the people that are agreeing with this is just new players that are new to the game while there's been people playing this game for years and know this update is horrible I play killer and survivor. Everything is perfectly balanced if you hate getting tunnel, put anti-tunnel perks so you don't get tunnel and learn how to loop and play the game.Same thing goes for slugging if you hate getting put anti-slug perks on don't make the game miserable just because you're bad at it

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,749

    these Drac changes hurt my wolf only Drac :(

  • Kitsunenokage66
    Kitsunenokage66 Member Posts: 3

    Yes they'd be down a survivor, but if the repair speed is 5% or more then they just got a free infinite toolbox for everyone and the killer cannot regress the gens or block them. It would actually encourage hover slugging at that point, because they are being punished for hooking.

  • malatt
    malatt Member Posts: 1

    the devs need to stop babying these survivors so much. Get better at looping, there are plenty of survs who have figured it out.

    Instead do some productive like revise maps and killers who get no play time because theyre cheeks to play. Thatll spruce your game up. Not making sure every single survivor is happy because they have the best chance of winning the game.

    they already get a participation hatch that they dont even have to unlock first. Just for being the one to hide from the killer the longest. Remove the hatch if youre going to add this other major BS. Return beamers so that you have to actually time it again.

    To much babysitting and not enough focus on the actual game mechanics and improvement of the game

  • PixelBush
    PixelBush Member Posts: 146

    I'll reserve full judgement until we get to play it, but this seems terrifying. There are innumerable combinations of perks that force a Killer to slug aggressively to play around them: after all, this is how basekit Unbreakable got shot down last time it was tested. Not to mention Twins exist, a Killer who will build up those 90s as part of normal gameplay. Here's hoping the sabo mechanics and those perks (and Killers, looking at you Twins) get looked into at the same time…

  • shadowdrives
    shadowdrives Member Posts: 18

    Why you keep adding this feature and change nothing about it? There's already multiple anti slugging perks in the game and one of them you can use multiple times in one match.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    They actually buffed it. Now you can use Michonne's perk to run off into neverland, wait out the 90 seconds, and then have infinite unbreakable for the rest of the match. And every time you use the basekit infinite unbreakable, you recharge Michonne's perk.

  • Nazzzak
    Nazzzak Member Posts: 7,328

    Isn't full bleed out like 240 seconds? You'd pull this off maybe twice no?

  • TimberGoingDown
    TimberGoingDown Member Posts: 944
    edited August 30

    You're misunderstanding. Once they've been on the ground for 90 seconds, they unlock the ability to pick themselves up INDEFINITELY. It's not 90 seconds, use the Unbreakable, slugged again, 90 more seconds. It's 90 seconds, then you can use the Unbreakable every time you're downed. Once the bar is full, it's full, and that survivor can no longer be slugged.

  • Nazzzak
    Nazzzak Member Posts: 7,328

    Thanks for clarifying. Even then, after the first pick up you've got 150s left until bleed out. So that's about 4-5 pick ups. If a survivor reaches that, then it sounds like the killer is excessively slugging, which is what this update is meant to address.

  • shadowdrives
    shadowdrives Member Posts: 18

    That's sounds so dumb. They always make the worst changes for solving a problem. Survivors don't need infinite unbreakables

  • Batusalen
    Batusalen Member Posts: 1,410
    edited August 30

    […] I don't personally feel it overcomes the fact that the killer basically just got to chase two survivors for free without giving up much in return.

    Well, it certainly is your opinion. In reality, every second counts, as you are literally in a time limit (kill them before they finish the gens), and even hitting a survivor is time spent.

    If someone just unhooked bodyblocks you and makes your current chase longer without the possibility of being able to hook him, all this while gens are still rolling, you are not chasing two survivors for free, they are wasting your time for free by making your chase longer and not even having the chance of hooking the blocking survivor. If that downed survivor gets up and interrupts you again, it's more wasted time for free. And even if you decide to not let him waste your time and hook him, he literally took away all your new basekit buffs for unique hooking.

    However you look at it, it's an exploitable mechanic that allows them to put you in a lose / lose situation.

    In most cases, the protection-hit level of distance survivors can get from someone bodyblocking isn't a huge chase extension. It certainly can be […]

    You said it yourself: It can result in a huge chase extension, especially for non-high mobility killers. It is an effective strategy now, even more so when they are able to put you in a position where wasting your time is not even the biggest benefit of doing it.

    […] but it has a higher-than-equal chance of backfiring too

    That was before they were able to…

    • Negate your new and shining basekit buffs that are super useful and totally balanced with the changes implemented to the other side.
    • Give all their friends a match-long repair buff.
    • Prevent you from regressing or blocking any gens for the rest of the match.
    • All of the above.

    If you hooked the blocking survivor. Now? It is pure benefit, starting with the waste of time.

    […] I'm perfectly okay with that risk existing in the game

    I'm not. I don't want exploitable basekit mechanics in the game for any side.

    I don't even know where to start with the notion of two bodyblockers, though. That's just the survivors throwing to try and bully the killer, no two ways around it.

    Except even now they can win doing this with the use of perks. Just imagine what a well-organized SWF will do with all the free stuff. As a side note, I miss the times when bully squads needed to throw a match if they wanted to bully.

    For the other effects you mention… I don't really see how any of them are going to help with bodyblocking. After an unhook you literally can't bodyblock […]

    Get through the killer, use a medkit / botany for one second, and voila! Bodyblocking with free Endurance as conspicuous actions doesn't remove it. Add an anti-hemorrhagic syringe for funsies.

    Losing a bunch of tracking options on a survivor is irrelevant when they're hovering right in front of you trying to stop you from chasing their teammate, y'know?

    But it is super good for chasing the killer unnoticed while reading his aura and reporting that information to your mates in Discord and finding him to chase him to bodyblock, you know? That's what I meant. I never said they were useful for the bodyblocking itself.

    It's only the threat of the anti-tunnel penalty that they'd have to sway your actions, and at that point we return to Slug 'Em All 1989 I Am Machete Man.

    Except it is easier than ever to get up from the dying state, whether alone or with help. And if you don't, after 90 seconds you get Unbreakable for free, which will make it even easier to get up and keep trying to force a hook while wasting your time.

    I think it is not hard to understand.

    Bodyblocking is obviously a non-issue now after an unhook, and survivors trying to throw themselves at you still leaves you with options to handle them.

    No, you don't have any options to handle them, as all the options you have are against you. That's the problem.

    And if you think bodyblocking is such a non-issue, you haven't played against enough bully squads and / or good SWF. That, or you only use high-mobility killers. Good bodyblocking and protection hits can make you lose a match.

    And even if it wasn't, again, this is only one example of the multiple ways survivors can (and will) exploit this new basekit mechanics on paper. We will have to see how things go on the PTB.

  • VesterRex
    VesterRex Member Posts: 1

    I am a killer main and I slug or tunnel as punishment. When survivors get toxic I'm going to do what I can to ruin their experience and with any luck they dc. Once again, the devs have to hand hold survivors and make it ok and easier for them to be toxic. Not only that there's so many possible situations where you could NOT be tunneling and still get punished for playing the game. Just silly. Anyone in the studio play killer? Or just a bunch of survivor mains?