http://dbd.game/killswitch
9.3.2 | Bugfix Patch Notes
Important
- The Breakdown and Wicked perks have been re-enabled.
Content
Killer Updates
The Skull Merchant
- Increased the Undetectable duration to 8 seconds (was 6).
- Decoupled the Undetectable status effect from Deploying a Drone.
- Gain Undetectable when Recalling a Drone instead.
Survivor Perk Updates
- Breakdown:
- Any time you are removed from a hook (escaped or saved), the hook breaks and the Killer's aura is shown to you for 4/5/6 seconds. A hook broken by this perk takes 180 seconds to respawn (Reverted to this version).
- Wicked:
- Your self-unhook attempts in the basement always succeed.
- When you are unhooked or unhook yourself, you see the Killer's aura for 16/18/20 seconds (Reverted to this version).
Archives and Events
- The "Bone Chill" event returns Tuesday, December 9th at 11:00 AM Eastern.
Environment / Maps
Pallet Density Changes
- Evaluated and adjusted pallet loops on Autohaven Wreckers, Backwater Swamp, Crotus Prenn Asylum, The MacMillan Estate, Ormond, Red Forest, and Yamaoka Estate. These changes include:
- Adjusted the length of loops that were too short and unsafe.
- Prevented pallets from spawning against certain small objects, creating short and awkward loops.
- Reviewed pallet randomization on certain tiles to provide more spawn variation.
Dev note: We've done another pass on pallet tiles and loops in order to find a middle ground between the last two updates. We will be closely monitoring the impact of these changes as we collect data and continue to adjust to find a sweet spot that feels great for both roles!
Bug Fixes
Audio
- Fixed an issue where The Deathslinger's power emitted static SFX from the Survivor POV.
- Fixed an issue where the chainsaw SFX of The Cannibal could be heard globally throughout the map.
- Fixed an issue where a sound alert played when The Knight's Guard Summon path creation reached 75% instead of 85%.
- Fixed an issue where Vittorio Toscano's "Geralt of Rivia" outfit's chase start voiceover could be triggered at the same time as The Animatronic performed an axe grab.
- Fixed an issue where The Unknown's voiceover layers were desynchronized.
- Fixed an issue where entering and exiting the game credits replaced the Killer or Survivor music.
- Fixed an issue where players emitted no sounds after quitting a Trail through the Match Details menu.
Characters
- Fixed an issue where multiple characters had bright white hair when standing close to some light sources.
- Fixed an issue where some Survivors' animations did not play correctly when infected by The Plague's Vile Purge.
- Fixed an issue where The Deathslinger wouldn't display a rifle aiming animation from the Survivor POV.
- Fixed an issue where Trevor Belmont's "Richter Belmont" Legendary outfit would not play its idle animation properly.
- Fixed an issue where The Animatronic would not smile when getting ready to throw an axe.
- Fixed an issue where The Animatronic's axe was briefly misaligned when hitting an unhooked Survivor.
- Fixed an issue where the Security Camera HUD could appear when another player used a Security Camera when playing against The Animatronic.
- Fixed an issue where The Animatronic's axe could trigger multiple score events when it passed near a Survivor.
- Fixed an issue where The Animatronic's Reclaim Axe action became available too quickly when the axe was embedded in a Survivor.
- Fixed an issue where The Animatronic could not hook a Survivor after grabbing them at the Exit Gate.
- Fixed an issue where Jane Romero's "Home at Last" outfit did not have physics.
- Fixed an issue where the sleeve of The Doctor’s "Fire Moon Doctor" outfit would stretch at the end of the Static Blast animation.
- Fixed an issue where Nea Karlsson's tank top would warp while interacting with objects.
- Fixed an issue where The Houndmaster's dog could get stuck after being sent to vault a window or pallet.
- Fixed an issue where The Houndmaster's dog had a weaker pull when grabbing onto a Survivor if their game was running at a lower FPS.
- Fixed an issue where the Survivor's animation would break when being pulled by The Houndmaster's dog.
- Fixed an issue where The Dark Lord had two capes during his Mori preview.
- Fixed an issue where The Knight could fall out of world when being stunned by a pallet immediately after summoning a Guard.
- Fixed an issue where The Knight's Guards would not display their generator break animation when the Entity spikes start appearing.
- Fixed an issue where Entity spikes were missing on the fourth generator break when using The Knight's Guards to damage a generator.
- Fixed an issue where there was input delay when The Knight ordered a Guard to destroy a nearby wall or pallet.
- Fixed an issue where Survivor could become invisible to spectators in Custom Game when switching the view to a Survivor while The Knight was ending a patrol path.
- Fixed an issue where Victor was invisible during The Twins' Mori when Victor's return was on cooldown.
- Fixed an issue where The Skull Merchant's Adaptive Lighting add-on did not increase the Undetectable status effect.
- Fixed an issue where The Huntress could hit two Survivors at once with a hatchet.
- Fixed an issue where Survivors were not revealed by Killer Instinct during The Legion's Feral Frenzy when in a transferred Terror Radius.
- Fixed an issue where The Spirit's hands took up more space on-screen when the FOV setting was at 87.
Environment / Maps
- Fixed an issue in the Forgotten Ruins map where The Nurse could Blink out of bounds near the astronomy room.
- Fixed an issue in the Ironworks Of Misery map where characters couldn't navigate between a wooden spool and rock.
- Fixed an issue in the Coal Tower map where the Nurse could Blink onto the ledge of the building and navigate through collisions.
- Fixed an issue in The MacMillan Estate Realm where a generator could not be interacted with on one side.
- Fixed an issue in the Dead Dawg Saloon map where The Ghoul would incorrectly bounce off certain objects.
- Fixed an issue in The MacMillan Estate Realm where a character could spawn inside a rock.
- Fixed an issue in the Gas Heaven map where purple placeholder objects were visible during Moris.
- Fixed an issue in the Midwich Elementary School map where the Survivor's camera would become misaligned after being hit by one of The Knight's Guards in the courtyard.
- Fixed an issue in the Mount Ormond Resort map where The Knight's camera could be misplaced when summoning a Guard on the chalet stairs.
- Fixed an issue in the Toba Landing map where a collision with a small tree would interrupt The Hillbilly's Chainsaw Sprint.
- Fixed an issue in the Dead Dawg Saloon map where Survivors could not vault off a balcony.
- Fixed an issue in the Mount Ormond Resort map where a placeholder tile would appear.
- Fixed an issue in the Garden of Joy map where The Knight's Guards could not navigate properly around a door of the shack.
- Fixed an issue in the Family Residence map where players could land on top of certain objects.
- Fixed an issue in the Garden of Joy map where the salt circle would not appear in the basement when using an Invocation perk.
- Fixed an issue in the Nostromo Wreckage map where Survivors' bodies would clip out of a locker when entering.
- Fixed an issue in the Yamaoka Estate Realm where The Twins' Victor could navigate under the small shrine structure.
- Fixed an issue in The Underground Complex map where only one Dream Pallet would appear for The Nightmare.
- Fixed an issue in the Azarov's Resting Place map where generator flood lights clipped through a building roof.
- Fixed an issue in the Greenville Square map where Survivors could get stuck next to a hook in the theater.
- Fixed an issue in the Grim Pantry map where collision on a wall was missing.
- Fixed an issue in the Azarov's Resting Place map where a generator could not be kicked on one side.
Perks
- Fixed an issue where there could be multiple Obsessions in a Trial when using perks that change the Obsession.
Platforms
- Fixed an issue where players on the same platform couldn't add each other as friends.
- Fixed an issue on PlayStation 5 where DualSense vibration was missing when haptic feedback was turned on.
- Fixed an issue on Xbox where the game could soft lock when trying to start the Survivor Tutorial before installation has fully completed.
- Fixed an issue on Xbox where the user would not be added to a session when joining or accepting a game invite while the game was in a suspended state.
Quests
- Fixed an issue where unlocking chest challenges wouldn't progress when using a Key item.
- Fixed an issue where the dates shown on quests would be displayed incorrectly.
- Fixed an issue where healing quests earned progress from recovery while in the Dying State.
UI
- Fixed an issue where The Animatronic's axe icon was missing when a Survivor had the axe embedded in them.
- Fixed an issue where the healing icon stopped progressing when healing a Survivor from the Dying State.
Miscellaneous
- Fixed an issue where Flashbangs and Firecrackers did not blind players when used too close to an object.
- Fixed an issue where the AFK Crows would not dissolve properly when disappearing.
Comments
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Wait, why not just remove the deployment cooldown for merchant? If her undetectable is no longer attached to deploying a drone what’s the point in still having it? And also, how the hell is the null deployment bug still not fixed, it’s been in the game since Krasue.
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Pallet density is survivor sided: Took 2 months to change it in a major patch.
Pallet density is killer sided: Changed it in the next bugfix patch.
Killers can't have anything lol.
But hey, maybe thirds time the charm and Deathslinger is finally fixed for real.
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Why does Devade not fix any bugs or balance issues that are noticeable just 1 or 2 times of the game and let them go weeks later? A little bit of game testing before patching would have caught your eye.
In conclusion, they must have applied the patch even though they knew it, or they would do the patch without testing it properly, right?2 -
The Nurse has been bugged for two years, her fov was reduced, she has no animations when blinking, her models are bugged, she has rubber banding issues, why is she still bugged even after two years????
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can we fix the survivor breathing bug and hearing tomie's sound effects when playing default spirit please? that'd be great
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I guess the devs really didn't like that wicked and resurgence was a basement camper's nightmare
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I've seen a lot about "devs are killer sided" "devs are survivor sided" - it's completely untrue.
With pallet density, a lot of why the times of the changes made to it have taken the length of time it has, is due to our release schedule. We were fortunate for this bugfix patch that there was enough bandwidth for the changes to be made and tested, that's not always the case.
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I've gotta be honest, I dont see how Skull Merchants undetectable being attached to recalling drones now isn't just a net nerf to an already f tier killer.
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Why not just do a revert of the Pallet changes and start from there? I have obviously not played the new Pallet Density-Update, but wouldnt it be easier to at some point revert something instead of trying to change it over and over again? The state of the maps before the first Pallet Density Update was good enough, just very few maps needed more Pallets. IMO it would be easier to do a full revert and just work on those few maps.
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I'd love to dig into this a little more so I can make sure the feedback makes it to the right folks. Would you be able to elaborate on why you feel this is a nerf?
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With the way maps are set up, no it wouldn't be easier to do a full revert. We're aiming to improve the playability of pallets in general and we're aware that some maps this was a heavy survivor complaint, then of course it went too far to the other extreme, better to balance it on live rather than full reverting something and starting again, and then likely have to go through the same things.
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Really hard to trust anyone's words when past actions and even the surveys says otherwise. Survivors had an option in surveys expressing why they're upset yet where's the surveys or even check boxes that let's killers express why they're upset with the game? Killers players really been feeling ignored lately when keep giving so many base kit buffs to help Survivors out.
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What basekit buffs? After they canceled the tunneling/slugging reduction not once, but twice while keeping the Survivor perk nerfs that were meant to compensate for the system, I don't want to hear a word about Survivor buffs.
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The palette density continues to be terrible on several maps, with extremely short and unsafe loops on the Swamp, Ormond, Yamaoka, Coldwind Farm, and Haddonfield, the latter two weren't even mentioned in the patch notes. I think you could have done a better job on these maps guys. Thanks.
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Are the Post Processing options fixed? I'm not seeing anything about it on here.
The FSR option didn't function at all last patch & the rest of the Post Processing page is blank.
We were supposed to get a bunch of optimization options right?
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With how skull merchant is currently designed, she plays much more like a chase killer than a setup one. She benefits from survivors actively touching the scan lines which realistically only happens during chase. This makes a drone in chase much more useful. Having undetectable on recall would mean when you place a drone in a loop with a survivor you would have to recall that drone to get undetectable whereas before you could drop the drone in a loop and still benefit from undetectable and give a chance for better mindgames. While you could theoretically recall a drone from a previous chase it adds unnecessary hassle in my opinion.
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@ThatRyanB "Why does this feel like a nerf?"
Merchant's drones end up functioning much more like an "anti-loop" style chase power rather than more "setup-based" trap power. Since drones only have any effect when a scan-line hits a Survivor, the best situation to use a drone is in chase. While not in chase scan-lines are easily dodged or circumvented by standing still, leaving them vulnerable to hacking and not garnering much value. However, during a chase, a Survivor always has the pressure of the Killer on them - dodging a scan is not always an option when the Killer can easily punish them for it. What players find is that amongst competent Skull Merchant's, at least one drone is carried in the back pocket for use during a chase. When they reach a loop, they can deploy a drone to pressure the Survivor into leaving the loop or eating the scan and suffering its effects.
Regardless of the decision the Survivor makes, Skull Merchant gains some value and the Undetectable gained from the drone deployment furthers that. Losing the Red Stain can be very powerful in chase. Without it, certain loops can become harder to play for the Survivor. Continuing to play the loop or leaving the loop comes with the risk that Merchant might cut you off.
In the newer system, Undetectable is only gained by recalling a drone. This forces the Merchant player to take their focus off of the chase, find a drone that they can recall that wouldn't weaken their defense, deploy a new drone at their current position, then refocus their attention back on the chase. While obviously this can be done in about a second, it ends up feeling far more clunky and unintuitive than the previous. A Merchant has to do so much more to get the same value, rather than simply pressing a single button like they used to.
However, I do not have the full of the balance teams intentions. Could we perhaps hear some word back on the reason for this change, so we might better understand?
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BRING BACK BONUS BLOODPOINT PERKS
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Has anyone else noticed that on Dead Dawg the wagon tiles are shorter??
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Is there any reason as to why these changes weren't just put in a PTB to test rather than throwing them into live, especially after Eric (rightfully I admit) spent time to emphasise the that the PTB was exactly for testing? It seems rather contradictory when there are already plenty of issues in the game as is and then this just threw an extra layer of unbalanced to both sides as it was tweaked.
Follow up question that is more curiosity than critique but why did it take two weeks for Breakdown and Wicked to get reverted to their previous effect? If they were in the game like that already then surely they could have jut been left untouched entirely?
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I just booted up the game & yes the FSR option is still bugged.
Furthermore, the Post Processing page is still blank.
Even worse, the event offering is personal🤢 meaning we're going have to tough it through another event where at least 1 person has to use Party Streamers while everyone else uses the event offerings.🙄
Two different offerings just to emulate one, off to a great start.
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Freezing stuff with the snowballs is really cool though.
I forgot to mention that.
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Because ( and I'm a killer main) everything f the killers complain about? Fog vials pallet update anti tunnel/slug all get nerfed or don't get taken seriously. Bro! Wtaf
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as someone that mains skull merchant, I dislike the fact that you gotta recall a drone to become undetectable. It ruins the fluidity and efficiency of her. Love the 8 sec cooldown; but at this point, I rather you went back to 6 seconds and do it on deployment. Horrible decision
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So no substantial Twins bug fixes? Guess victor will just keep sliding off people when played at higher FPS.
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unfortunately time constraints was the answer for the reason they were not initially in PTB - whilst we endeavour to get as much for the PTB as possible, sometimes things can only go to Live. It's not something that we want to do though, we'd much rather have things in a PTB where they can be tested and subsequently adjusted before going to live.
Because for the Live release they had already been adjusted on that build, so had to be reverted, and there was no time prior to the release to get them reverted and tested - as certification processes mean that we need to get these things done early. So we kept them to the next available patch.
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So never made a comment on one of these before but I find the skull merchant change so baffling that I made an account just to do it. I don't even play skully myself but it's such a totally bizarre thing to do to her when even in her earliest iterations in the live game (as from what I remember), she gained stealth in some way when deploying her drone. To make it be now "on drone recall" is just such a completely random idea to come out of nowhere now.
And the thing that specifically bothered me enough to make an account to post about this is that this is just in a patch that's advertised as a "bug fix". The game has had so many issues over the last half a year of things being changed without us knowing, whether it be from experiments like the pallet density or just bugs that no one expected. But to have a big change to a killer power like this that's so reversed from how we've been playing the character for ages to just be a single sentence in a 'bug fix' patch is just nonsensical to me. Not even a dev note to explain the thought process or reasoning behind it.7 -
PT-BR:
Olá eu moro no Brasil, e particularmente adoro a Adriana Imai, até este ultimo "bug fix" que mais parece a ultima pá de terra para matar e enterrar de vez a personagem.
A minha Insatisfação se resume no ponto em que fazer com que os drones seja totalmente "dispensáveis" é um NERF absurdo e descabido.
Seguindo a nota do Path 9.3.0 : ""Nota dos Desenvolvedores: A Negociante de Crânios caiu significativamente em termos de Taxa de Mortes e letalidade. Estas melhorias visam tornar seus drones uma ameaça maior. Além disso, diminuímos o tempo de recarga para implantar drones, e consequentemente diminuímos a duração de Indetectável para manter algum tempo de inatividade entre seus estados de Indetectável. Quando parados embaixo de um Drone, Sobreviventes recebiam Mira Travada instantaneamente, o que parecia quase um bug quando acontecia. O aumento gradual de Mira Travada trará uma sensação mais natural e fornecerá feedback ao Sobrevivente de que algo ruim está acontecendo com eles. Por último, reduzimos a sensibilidade do Drone em relação à Negociante, para garantir que estejam sempre prontos para escanear Sobreviventes durante perseguições em espaços apertados e não subam sem intenção."
Anteriormente voces reconhecem que ela está fraca, e tentaram melhorar isso, mas decidem PIORAR ela ainda mais do que estava.
Basicamente agora vocês dizem: " se quer o efeito indetectável, recolha seus drones ", logo a mudança do path 9.3.0 não era satisfatória para os amantes da personagem, e definitivamente jogou a personagem no lixo no path 9.3.2, o que realmente é decepcionante.
Eu não entendo se é preguiça ( pois já cancelaram o rework ), Fizeram um rework no Myers que NINGUÉM pediu. (não que ele esteja fraco, mas foi uma mudança não aclamada)
Por favor Desenvolvedores, revertam essa ultima mudança pois nós brasileiros gostamos muito do jogo, mas se seguir nessa linha, comprar um novo killer com a insegurança de sua sustentabilidade, faz muitos hesitarem em compra-lo ou mesmo investir em cosméticos para ele, e não serão eventos que irão melhorar essa variável de forma real.
ENG:
PT-BR:Hello, I live in Brazil, and I particularly love Adriana Imai, until this last "bug fix" which seems like the final nail in the coffin to kill and bury the character for good.
My dissatisfaction boils down to the fact that making drones completely "dispensable" is an absurd and unwarranted NERF.
Following the Patch 9.3.0 note: "
"Developer Note: The Skull Trader has significantly decreased in terms of Kill Rate and lethality. These improvements aim to make her drones a greater threat. Additionally, we've reduced the cooldown time for deploying drones, and consequently reduced the duration of Undetectable to maintain some downtime between her Undetectable states. When standing under a Drone, Survivors would instantly receive Lock-on, which seemed almost like a bug when it happened." The gradual increase in Lock-on Aim will bring a more natural feel and provide feedback to the Survivor that something bad is happening to them. Finally, we reduced the Drone's sensitivity to the Dealer to ensure they are always ready to scan Survivors during chases in tight spaces and don't unintentionally climb up.Previously you acknowledged that she was weak and tried to improve it, but you decided to MAKE her even WORSE than she was.
Basically, now you're saying: "if you want the undetectable effect, collect your drones," so the change in patch 9.3.0 wasn't satisfactory for fans of the character, and definitely threw the character in the trash in patch 9.3.2, which is really disappointing.
I don't understand if it's laziness (since they already canceled the rework), they did a rework on Myers that NO ONE asked for. (not that he's weak, but it was an unpopular change)
Please Developers, revert this last change because we Brazilians really like the game, but if you continue down this path, buying a new killer with the uncertainty of its sustainability makes many hesitate to buy it. Or even investing in cosmetics for him, and events aren't going to improve that variable in a real way.4 -
There wasn't a dev note because they explained it in their Live Stream not too long ago.
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I know the idea behind it was due to the drone placement cooldown being shortened - with the cooldown being shortened, the undetectable duration had to be shortened as well. By uncoupling the undetectable from drone deployment, the undetectable duration could go back to its previous duration and we could still keep the drone placement cooldown buff from 9.3.0.
I'm not sure if it was the right thing to do, but it's been done.
The unfortunate thing is this was an idea presented by only one person in particular. There was a lot of great discussion here on the forums during the 9.3.0 PTB regarding Skull Merchant and adjustments people would like to see to put her in a healthier place. Ultimately, the changes went live as is with no adjustments despite the feedback given (except for this one change today proposed by a content creator). She is still incredibly non-lethal and requires far too much work to get any value out of her power when compared to most of the rest of the cast of killers.It's a little frustrating that it feels like our feedback only matters if we're a content creator, like in this particular case.
I hope we see her rework sooner than later. We've waited long enough.
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Skull Merchant was fine before today's update. Drones would be deployed on a loop, forcing a survivor to either leave or get scanned, giving you haste and also injuring them and applying hindered in case they stayed. Adriana could sneak up on them when deploying, and actively using her power on chase. Today's update nerfed her. Looks like whenever we find a way to play her decently, you guys go like: "Yo, let's nerf her!". Changing her so much every 6 months really makes you feel like playing any other character instead. And we still have to see her new version somewhere around 2026 with her missile-thing. Should rollback this ASAP and then wait for the new rework. Having stealth like this has zero purpose.
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Still quietly awaiting multiple bug fixes for Dredge.
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If those anti-camping/slugging changes went through it would've destroyed the killer player experience. The survivor perks got reverted back to how they were. They've gotten base kit buffs over last 2 years or so getting base kit BT, deep wounds being reduced by 2 seconds across the board, a lot of QoL updates for them with the HUD update. +5 seconds added to it just recently. Killers gotten what since? a 5% faster m1 wipe and break, slightly more regress on kick very little compared to survivors.
The 4 biggest worst pain points that i've been seeing from killer players across different media on why they are quiting have been 1 of 4 things which hasn't once been address by the devs.
- Survivor players having their feedback heard but not killers and the action of the devs shows it.
- Killer Anxiety
- Survivors being super toxic during end game chat
- Gen can just fly sometimes and there's nothing you can do about it.
- Make it even worse it's already been shown even though it's been canceled twice survivors are free to rush their objective with no punishment, but when the "evil" killer player rushes their objective. It becomes a problem that needs to be fixed.
- Can't punish killers for rushing their objective unless there's also something to punish survivors for rushing their objective
I play this game almost 50/50 both sides and the killer players have to put up with so much more stress compared to the survivor role. I give my voice and feed back to the side that needs it most i just want this game to be succeed being fair for both sides. I'm still even upset they went overkill on nerfing the fog vials and there's been no update since for that item.
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my problem with this nerf for skull merchant is that she is a map control character with her drones. having to recall her drones while approaching or in chase not only makes her harder to use (making her feel clunky) but your also defeating the whole purpose of map control in order to get a few seconds of stealth. I rather you revert it back to deployment with the 6 seconds over extending the time with this change for recalls. I never struggled so much playing her (as someone who has over 400 hours maining her). Really poor decision on this change for her.
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Perhaps people rush the gens because one of the surviviors is being tunneled? Ever thought of it?
If no pressure is applied to multiple people, nothing is left to to but the gens.
I literally don't even lose games as a killer, while my survivior games are just losing after losing - because I play solo queue lately.
Those games are from yesterday only. I do not lose as a killer and I don't mostly even use full meta builds. Every game got me merciless killer with 4k's and some hatch given out.
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Em can we just reverse pallet density already? You can't ballance it without killing 80% of your killers. Beside breakdown is agane very unhealthy perk and easy to abuse. All the meta surv genrush perks haven't been touched because? Also no healing perks nerf even when healing speed is crazy. But Surv have a smol loops and behavior speedrun to fix that for them. And then someone will say behavior is not surv sidet.
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To still have a cooldown on undetectable. The deployment cooldown also functions as a general cooldown. Can't recall a drone that isn't there.
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Maybe you could change skull merchant’s undetectable to work like the one addon from her first version. → Whenever she is in the radius of her drones scanlines she gets undetectable. I liked that about her back then even tho I hated her. Players could build a stealth net with the drones for an advantage later.
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Survivor players having their feedback heard but not killers and the action of the devs shows it.
The fact that the devs cancelled the tunnel/slug reduction twice shows otherwise. The Survivor buffs from 2+ years ago would be obsolete by today's standards.
The 9.2 tunnel/slug reduction would have put the game in a much healthier state eventually. Yes, adjustments were needed, but it could have been made fairer for everyone if we (devs, Killers, and Survivors alike) had given it time to work with and work out the kinks rather than just shutting it down. Now we're all still stuck in the same boat, Survivors being frustrated with tunneling while Killers allegedly "need to" tunnel. We all know gen speeds are not the reason Killers tunnel, and that was just proven in one of my matches this morning when I got tunneled out by a Legion who ran all gen slowdown plus Legion pin. Why did he need to tunnel when he already had all the slowdown?
This is why tunneling needs to be disincentivized sooner rather than later.
Post edited by CrypticGirl on1 -
My man… He maybe didn't need to. But his experience was that he is need to, and he cannot wait to try it out - because if he is right, then he lost. So yes, the genspeed is the problem since a very long time. All killer mains told when ruin was first changed that it will only make killers tunnel more, since their safety feeling about "I have time to play" is taken away. And look, it is proven, that we was right.
Right now many killers tunnels because they tend to. If they would experience that they can do anything against genspeed beside that, especially not with an S tier killer, the majority wouldn't do it.
And to be honest healspeed not helps either - no killer with right mind will choose somebody, who he need to hit twice, meanwhile another one get healed in 4-5 seconds. Because taking away one health state can take a realy long time. So of course they would choose the injured one, if they can.
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Wasn't Ruin changed at the same time as when the Call of Brine/Eruption became meta? Killers still had all the slowdown back then.
And this Legion had the pin, so everyone was injured all the time.
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please just remove the shack in the middle variant. this map is just empty.
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hawkins got nerfed, main is dead and the rooms are just worse than it already was.
you guys are really giving such incentivses for people to play survivor.0



