9.2.0 | PTB Patch Notes
Comments
-
Maybe I'm just reading this wrong, but can we get some clarification?
20%bonus to the next damage generator action ("kicking" the generator)
Does this mean we get 20% damage to the generator, or does 'generator action' mean the speed at which I kick the gen?
1 -
These changes are genuinely terrible. I don't feel the need to elaborate as the patch notes speak for themselves. Revert 90% of these please. Just awful.
6 -
This refers to the damage that's done to a generator when kicking it. This is a bonus of 20% based on the gen's current progress.
2 -
these drac changes might kill the wolf only build; the killer doll afdon let you get pounce back in 2 orbs, does anybody know if that's still true?
he was the goodest boi :(
also, rip Babysitter
2 -
Honestly, I'm okay with 12% Pain Res but the token system should be done away with, then.
16 -
and even overture is very weak, because as soon as they get hit with the terror radius, they now what it is and just give up that gen, leaving you with one less perk
3 -
i agree, but its a very understandable reaction from people, dbd should have attacked abusive behaviours from both sides to reduce this situation, but they did not, then killers are going to believe nothing will happen with who BM and abuse them, while they cant payback with the same coin now… Obviouslly people will riot against this
5 -
A great update for a change. You can actually see they really worked hard on it.
-13 -
Wow this really is the worst Patch ive seen in a video game
Basekit Tenacity really was hidden under 'QoL' improvements, a full basekit Perk is QoL?
Not the only Survivor buff listed under QoL this patch either. (Pallet Changes are aswell)
And the Unhook Changes are basically a combination of Basekit Babysitter, OTR and 32m of Aura Reading for 30s.
So lets see how many basekit perks worth survivors are getting:
UB+ (But Infinite), Tenacity=, Babysitter+ (Haste Works in Endgame), OTR- (But Works in Endgame). (Known Perks)
32m of Aura Reading when Unhooked.
Anti Tunnel System (25% Repair Speed for 3 Survivors)
Anti Tunnel System (Gen Block/Regression block) (This can trigger at 8 hooks btw if the last person decides to die on 2nd hook, i hate when Killers tunnel me at 8 hooks)
4 Basekit Perks. +1 Perk-like Effect
2 Systems in place that punish the killer if they kill someone before 6 hooks, One can even work at 8 hooks.
The Fog that hides the Hooked person will make the New Killer Player experience even worse, but i doubt Killer experience was even considered when making this Patch.
Oh and another 3 Killer Perks that wont shake up the meta in the slightest, how daring, i cant remember the last new set of good Killer perks, but sure give Survivors another perk to reduce Exhaust timers.
Just gonna mention how the best Killer perks also got nerfed heavily, i mean thats just icing on the cake.
Ive just been playing Survivor due to the worsening Killer experience, as i only really play lower tier Killers, and doesnt seem like thats gonna ever change with this game direction.
Overall just very sad to see.10 -
Hag players love monitor and abuse please do not change it from 8m to 25%. We're already bottom pickrate on pc :'(
4 -
I played 10 games… 8/10 games survivors tbaged me at exit gates with 5-6 total hooks. Good job guys. You reducing kill rates to 25-30%. I'm sure everyone will play killer after this. Oh yeah and new killer is like B tier if that... And I no longer give a #########... I played this over 6k hrs and you finally push me off this game. Good job guys.
-1 -
cooked so hard with the new killer and survivor and then dropped the ball completely when it came to everything else
dare i say the worst update ever?
3 -
Is there a time limit for base pop kick or is it available until used?
1 -
I've played both Survivor and Killer in PTB, but I felt uneasy about how players—people completely detached from the DbD world—would force others into certain plays, like insisting "you have to let that Survivor escape," or rushing to body block because "if I get hooked next, I won't get the hook spread reward." It felt like they were solely focused on inflicting disadvantage on opponents.Whether as a play experience or as an experience of watching others play, I don't find it enjoyable to keep watching actions I don't understand.
7 -
and the whiniest of survivor mains the type of creature you find on twitter gets coddled and all killer mains get told to go ######### themselves with these asinine ideas is this the only way you devs can balance? punishment mechanic after punishment mechanic ALL TO APPEASE A GROUP THAT WILL NEVER BE SATIFIED UNTILL THE KILLER ROLE IS AN ARMLESS LEGLESS THING THEY CAN BULLY well let me tell you a little thing a little secret i can still tunnel even with these changes only now i will do it to spite you devs and the survivor mains you try to pander too
-3 -
I second everything this person said as someone who has also been here since 2018. We have gone through some wild changes, some awful patches, crazy bugs, and still stayed. I like that the defense of the gen objective seems to be be getting a buff but the spreading hooks, on a packed map of pallets, does not sound viable or even fun. Add on to that, Shoulder the Burden existing, how fast gens go already in early game…. this is gonna be a disaster.
8 -
It's only on fresh hooks, gets cancelled by a pallet break or hit and it's 20% of current progression, not a flat 20%. So you're reading too much into it. By the time you have 4 fresh hooks you're probably already looking at 1 to 2 gens remaining
4 -
please don't reset every single thing in our accounts when doing future PTBs, it's really annoying that all my builds are gone along with my cosmetics though those arent as important, prestiges being gone in the ptb is annoying as well, its very annoying getting a sync error for just breathing in the wrong direction in this ptb
1 -
It was clarified to me later down that it's current, not total, don't worry.
That does downgrade it from "entirely insane" to "pretty nice".
1 -
because buffing gen perks would def not make people just tunnel anyway
-2 -
say it with me "the killers complained" !
-13 -
changes feel great. Only thing I would change is the minimum hooks for permanent gen regression to 4 from of 6, because youre still punished even if you get unique hook stages.
0 -
This mentality of "killers are whiny" and "survivors are whiny" is rankly, exhausting. Both sides are a bunch of babies that want to win every game. Its not mutually exclusive to survivors or killers.
6 -
Hag is dead, in fact I'd say most low tier killers are dead. Killers are now punished heavily for playing too well while survivors get like 3 more second chances and even more free basekit perks while killers get (conditionally)… a small haste buff (not every killer benefits from haste, this will be useless for a few of them), worse bbq and pop (the pop comes with the caveat of most gen regression perks being nerfed into the ground. awesome)
Also a sneaky monitor & abuse nerf to low terror radius killers for whatever reason.7 -
Ohh.. I played PTB and came to the conclusion that I delete this game.
I play both as a survivor and as a killer and I feel very unpleasant to play for either role. As a survivor I feel terrible, because I don't have to try, I don't have to learn, I don't have to be better... no. On PTB against me and other players, the killers frankly left the match, did 2 hooks at most and I won't say that I'm a strong player. I don't want to take part in it. As a killer... I played a few games after waiting for a long time in the lobby... and immediately after that, I realized that Dbd was over for me. These updates will still bring changes to the game. You will make it happen. I am just one player, but you know, there were ~72,000 players online on STEAM, and it quickly dropped to ~60,000. I saw negative reviews, and I was blocked in the community... and let's not even talk about the Chinese community... oh no. I am tired. I've been in this game since 2020, and it's time for me to leave.
I disappeared into the Fog forever.
2 -
So after having time to properly try these changes and stew on them my thoughts have not changed from my immediate fears upon seeing these changes before i saw numbers, infact my fears are worsened.
I am using "you" to signify the developer overall not the community manager. You have Developed the new system in such a way where as a killer it is physically impossible for you to regain pressure or even secure 1 kill in the later parts of the game. I cannot even secure a kill in end game with new basekit bt changes if I get hard gen rushed. If I am playing agaisnt a full gen perk squad or even 2 I am punished for trying to regain pressure at 3 or even 2 gens by trying to kill a survivor without making the game easier for everyone else. I am constantly put into spots where I am forced to lose or I lose harder. You have pushed these changes to live and done less than nothing to address why tunneling has once again become the dominant strategy, you infact made it harder to play the game for the lower power killers by nerfing every gen regression perk because apparently base kit pop goes on every killer warrants a nerf to most of the other popular gen regression perks.
As for the slugging I think there is good here, there is a good idea, but 90 seconds on the floor for unlimited unbreakable is not ok thus is coming from a p100 oni player, the trade of 12.5%~ power does not equate to being hard punished for playing my killer the optimal way.
Imagine if this was pitched the other way. "Gens take 150 seconds now, the killer gets an audio que when a gen passes 50% oh and we got rid of deja vu, resi, prove, removed all toolboxes and we buffed all gen regression perks." This would not slide in any capacity. This blatant favoritism towards one side that cause an en masse hemorrhaging of killer players is how we end up with band aid fixes like eruption again.
Please I urge you to heavily reconsider these changes. I think in current state this is not the way to prevent tunneling, you should just deincentivize the play style to start, not punish, while you take a step back and look at the true reason why killers tunnel.
9 -
just make nurses calling work for your whole terror radius, that would make it actually worth running.
0 -
yes, address why tunneling can be the correct and needed play style in some scenarios, while punishing people who hard tunnel. Getting a kill after hooking three seperate survivors at least once isn’t tunneling. Make these changes only affect the first gen or two if you’re really wanting to stop “tunneling” and the no regression penalty only for hooking one survivor three times in a row. Same with slugging changes, make them only come into affect if more than half the remaining survivors are slugged. Changes as is just push killers players who want to compete into playing the same killers nobody likes playing against. Trying to force all killers to get the majority of their gen regression from kicking gens is also doing this while giving survivors the ability to use perks to literally stop a killer form being able to kick a gen.
0 -
We will see what goes live, but at the moment some issues need to be addressed.
I didn't play myself but watched a lot of streams and issues that appeared urgent to me to be fixed asap before live:
- The slugging mechanic basically starts right when someone gets downed. Survivors who play actively towards situations where the killer cannot pick up instantly, get rewarded while the killer gets punished into lose-lose situations (slugging prevention build up or getting blinded/pallet-stunned). If you down a survivor vaulting a window or pallet, it also sets in instantly. That is not slugging, that is a killer in need of breaking the pallet or vault a window before even being remotely able to pick up. You need to give killers a little idle time of like 5 seconds or something.
- It is completely unclear in certain situations if and why the anti-tunneling punishment (kicks and regression blocked) sets in and when it doesn't. One issue is luck offerings and that survivors can basically force situations with those luck offerings (put themselves into 2nd hook stage), where they either cannot be touched anymore even when running around right in front of the killer (and when downed it also activates anti-slugging) or if they are, the anti-tunneling punishment sets in. Not due to a killer desperately hard-tunneling, but because of a survivor abusing this mechanic.
- What in the everfreaking hell were you thinking regarding Myers? He is Chucky-Pig now. Why did you take almost everything of the scariness and eerie basekit away and made him this action-based? ._.
3 -
Tell me you didn't read the patch notes without telling me you didn't read the patch notes
6 -
That's not the point. You said if Killers end up being too weak, it can just be changed later. We shouldn't have to see heavy handed changes like this and just hope Killers like Hag, Trapper, Legion, etc. get buffs months down the line to compensate. These changes won't hurt Killers that are already really strong because of mobility or map pressure, but anyone lacking that gets hit pretty hard.
3 -
7
-
@ devs, you talked a lot about "polite feedback" on the PTB stream today. I would take note of the "politeness" exhibited by members of the community who asked for changes like the ones you're planning on implementing. To reiterate, this changes carter toward your more entitled players
5 -
As my name implies I’m an Xbox player so I haven’t gotten to test him personally but after watching some streams here’s my take. he has on demand undetectable, the scary and creepy is still there if that’s how you want to play him. Yes I’ll miss his gigalunge but what other power would you prefer they give him than this? Being able to run around and down a whole team with 1 T3 and some add ons was a little busted and wouldn’t even be that viable with the slugging changes as they are.
-2 -
they could just fix the issue with "makes the new experince harder" by updating the tutorial or giving you the guide INGAME as an option to read through.
they already got pratice games and hints/tips on what is happening. do that and that complain is shot down.-5 -
The problem isn't the time it takes to repair, but the difficulty. It's very easy to repair, even a monkey can do it.
3 -
This is really bad. You are buffing strong killers and nerfing weak ones. These changes like basekit bbq will shred on A and S tier. Kiss 75% of your killer roster goodbye because they are never getting played again.
3 -
I skipped through before i went out, if theres something im getting wrong feel free to correct me, I do feel as if a lot of perks will kind of lose their niche, i made this based on my understanding
0 -
Very Well put
0 -
Just want to put my 2 cents somewhere that might actually reach the devs:
Overall, I understand the intention of this PTB, but I think it's very overtuned and too restrictive.
My biggest concern in the anti-tunnel having way too much added to it, that it flattens the available plays for killer and makes this a very boring game.
Generally, I think artificial punishments are bad, and gatekeeping information feels iffy.
I think the Elusive status effect and unhook buffs are good! Keep that! Also keep the rewards for not tunneling. But remove the punishments. The unhook buffs will make tunneling take longer, which adds a natural consequence of time lost. This allows each killer to analyze the cost/benefits of tunneling in that specific game, and will reduce tunneling overall, without micromanaging how killers play. Natural consequences feel better and are easier to understand, the artificial punishments not only feel bad, but are overly complex and hard to understand.
Tunneling may not be fun for Survivors, but THIS is not fun for Killers. And BOTH sides matter. Especially for new players.
Blocking out the HUD isn't the worst, but honestly just feels super confusing and disorienting, especially if you look at it from a brand new killer's POV.
I'm hoping that this PTB is intentionally very strong to test all the options and get all the feedback. Sending it as is…. this strong…. would be more problematic than the current tunneling/slugging issue.6 -
Not really. Even if you would make it more difficult, this would only affect people who are not that good at the game. And if players complain about Gen Speeds, they dont complain about those players.
-5 -
So, from playing the PTB... A little bit lol, the anti-slug and tunnel changes in my opinion just need number tweaks and few smaller reworks:
1. No recovering and moving at the same time
2. 4 hooks instead of 6 for the gen speed bust, you can kill someone before 6 hooks without tunneling at all
3. Blocking gens shouldn't work when it happens at 2 gens and below
4. Bigger benefits for weak killers with no mobility like Trapper and Ghostface, like 15/20% haste
5. Haste should maybe end after breaking 2 pallets or not end by breaking at all.
Hmm I think that's it, maybe will find some other things. Now Krasue:
1. Pallet vaulting, it just can't work, Chucky scamper and Kaneki are great examples of that, you can't really balance it cause it's or so weak that it doesn't do anything, maybe once in 100 years or a free hit. Just make her destroy pallets in head form
2. Going from head to human form should be bit faster
3. Maybe a bit more control of the lunge or longer range
4. Might be me but the speed ability doesn't feel like it speeds you up at all but maybe it's just me. A bit faster movement or a bit faster recharge cause it's quite long
I think that's it, again, might find more things that suck.
Oh ye, Dracula changes are bad, the bat is nicer, wolf doesn't feel much different but the hellfire nerfs are quite bad and the addons are also bad, buffing the useless and nerfing the decent/good addons is not the way. I don't see why casting the hellfire got nerfed where wouldn't the cancelling be an issue? The speed loss from casting is already massive, I don't get it. The buffs for it are nice tho, like smaller cooldown (even tho it's 0.5 seconds lol) and extra pillar.
Everything else seems okay tho nerfing Leverage when the meta is very fast healing, buffing another heal perk and a perk that makes exhaustion faster and stacks with Vigil? Idk, seems like a bit much. Also, there should be something for The Twins, the anti slug effects them the most, maybe Charlotte will always be few meters away from Victor kinda like Snug just much further or Victor could grab survivors by their leg and the Entity would hook the survivor
Post edited by Cytryniak on4 -
Adding more pallets? Now survivors won't need to think as much during chases.
And still we got Gideon, don't forget, where is pallets on top of pallets.
5 -
As a 50/50 killer/surv player, the PTB numbers need some adjusting:
Why I Suggest These Changes:
6 hooks is a sacrifice in mid-late game (2-3 gens popped) when the turning point of the match is. This is far too late in the match to consider that someone is being "tunneled" and when the SURVs and Killer SHOULD be fighting for control of the match. 25% repair speed is insane considering this. This would be better in situations which are definitively tunneling (3-4 hooks, 3 or more remaining gens).
The unique hook haste buff is too low for killers like Ghostie and Trapper who can’t cross large maps. Up the duration to 20 seconds and it should be fine if it disables during chases.
Basekit bbq is nice but it should apply to all survivors except last person hooked.
Next I would suggest the anti-tunnel SURV buffs to last for 10-15 seconds (even less after a new survivor is hooked). This would ensure the mechanic disables when a SURV is out of danger and can’t be kept for any other purposes.
One other thing: anti-slug bar should reset once you have gotten up and are fully healed/conspicuous actions.
Do not block generators from regressing or being kicked. Dropping the gen-kick limit and disabling gen-regression perks would be sufficient to punish "tunnelers" while also not ending a match if someone accidently activates this through basekit Moris (like Condemn or Tombstone).
I really enjoy the new elusive status effect. As someone who runs lucky break/overcome this is more then enough to escape from being unhooked. Way too generous with the time on that.
Post edited by CakeIsTheRoad on-3 -
I still think it’s awful that killers are supposed to avoid camping/tunneling/slugging because it’s unfun for survivors, but killers are still expected to deal with pallet saves, hook sabotages, and other hook denial mechanics.
All of the “playing nice” killer rewards are terrible. We get nerfed BBQ, nerfed Pop, and haste that doesn’t last long enough to actually get to the next survivor.
Killers should get the ability to remotely hook a survivor, off the ground, to a random hook, like the ability from the first 2v8.
Instead, we get told that slugging is a major problem…. but only when it negatively affects survivors. But it’s totally cool when slugging negatively affects killers.
1 -
Lower tiers could benefit from more haste to help with crossing the map. Killers that can teleport or have high mobility don't really need it at all. While you may not think it's necessary, giving a good amount of haste with a good time frame for lower tiers will bring more of them out. M1s in particular could benefit from 10% haste for like 20-25 seconds so that they can move across the map and get the gen regression in or start a new chase. The gap between the benefits for low-tiers and high-tiers is simply not enough in the PTB as is.
The extra gen regression is 20% of CURRENT progression, not total. So it's not as good as it sounds.
The tunneling penalties need changes to both the numbers and methods. Instead of 6 hooks, you could do 4 max or cap it at generators (3 or more gens remaining).
The blocking generators & gen-regression perks is too harsh. You could MAYBE get away with reducing gen-kick limit, if you still wanted some kind of double-hook kill penalty.
As for picking yourself up, I completely agree. The progression needs to reset with fully healed or conspicuous actions at the very LEAST.
I like the ruin buff, but the nerfs to other gen perks is not called for considering the kick buff is 20% of CURRENT progression. If they want people not to tunnel/slug, reducing the gen-perks is NOT the way.
2 -
I'd say that the penalty for double-hooking kill should NOT be permanent blocking. Reducing gen kick limit for all gens from 8 to 4 would be better, especially if you blocked gen-regression perks.
2 -
Survivors can get unhooked work on a generator in the killers face, and have no consequence to it not. If they down you and hook you they get punished. If they slug you they get punished, if they ignore you the gen pops...…
Fun and interactive gameplay for the killer I guess.
This literally just babies had survivors
0 -
Yo
I have played on PTB and here is some thoughts.
Anti Slug looks great, the idea o 90s is a lot. If survivors is slugged for 90s they deserve some kind of way to get back to game. During PTB there wasnt a single time I could use it since I wasnt slugged for that much. For over 10 games I remember only 1 person use it once.
I belive that tenacity shouldnt be a base kit.
Regarding anti-tunnel where the things goes crazy i believe that overall direction is great. I know that killer mains is going to cry a lot about gen rushing and "punishing for doing their job". But this same killers dont understand that doing gens are also doing survivors job and doing gens was nerfed in the past couple time. From 65s repair time move to 90s. Please killer remember that coz thats only begining.
Years ago there wasnt a mechanism where entity block windows after 3 vaults in chase, so survivors has doing their job of surviving and this was also nerfed.
Years ago shack has two windows, haddonfields was so survivors sided with multiple infinities, balance landing give no stagger. All of those was for survivor doing their job which is survive. Do survivors cry about those changes? yes, but was those changes good for the game? YES.
So honestly killer mains. Are you want to give us 65s gens and no windows block in exchange of no anti tunel changes? lets be honest!
Btw. you have so much time to change the way you play, and you still go easy way instead of learning how to play better. Survivors has to adapt to new reality a lot, now this time has come for killers.
-6 -
Let’s not forget Hawkins. People seem to forget how many pallets are on that map. Most of them are decent too.
0



