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8.6.2 | Bugfix Patch

ThatRyanB
ThatRyanB Member, Administrator, Community Manager Posts: 609
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Content

The Ghoul

  • Reduced Tentacle range from 16 meters to 14 meters.
  • Reduced Enraged mode time from 45 seconds to 40 seconds.
  • Reduced Enraged bonus time when performing a perfectly timed grab-attack from 15 seconds to 10 seconds.
  • Reduced Reticle Stickiness Time effect on targeted Survivor from 0.3 seconds to 0.18 seconds.
  • Reduced Reticle aiming on Survivor detection for grab-attack by 94%.
  • Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.
  • After breaking a pallet, if the Killer Power is not in cooldown, Power goes into a forced cooldown equal to a single Leap usage.
  • Add-on Fresh Coffee: Changed rarity from Common to Very Rare.
  • Add-on Hinami's Umbrella: Reworked Effect - Performing a perfectly timed grab-attack award an extra +10.0 seconds of Enraged bonus time and changed rarity from Very Rare to Uncommon.
  • Add-on Blood stained Handkerchief: Reduced Kagune's reach from 2 meters to 1 meter.
  • Add-on Taiyaki: Reduced the Enraged Mode countdown from 15 seconds to 5 seconds and changed rarity from Uncommon to Common.
  • Add-on Yamori's Mask: Added the activation requirement of "all Survivors further than 40m".
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New Killer: Perk Changes

  • None are Free:
    • When you hook a Survivor for the first time, gain 1 token, up to 4.
    • When all generators are completed, for each token, all windows and upright pallets are blocked for 12/14/16 seconds.
    • Removed the blocked "for everyone" clause.
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Bug Fixes

Archives

  • Fixed an issue where the "Grenade Launcher" Killer master challenge could not be completed.
  • Fixed an issue where the text reward appeared in Rift 1 instead of Tome 22 preview's page.

Blood Moon

  • The Blood Can no longer clips into the ground when crouching.
  • Bloodpoints given when filling a Blood Can no longer exceed the cap.
  • The SFX of filling a Blood Can interaction no longer lingers when grabbed by the Killer.
  • Fixed an issue where players were not receiving objective points when only interacting with Fuel Generators.
  • Fixed multiple map issues related to the Fuel Pump.

Characters

  • The animation of Victor now plays correctly when opening a Locker with a Survivor in it.

The Ghoul

  • The QTE prompt no longer stays indefinitely while spectating the Killer in Custom Games.
  • Spectators can now see the Fail or Success state of The Ghoul’s Grab attack.
  • The camera and Killer movement are no longer restricted after dropping a pallet on the Killer when they attempt to perform a grab-attack.
  • The Kagune Mark Reticle now appears consistently in the Survivor perspective when aiming across a Pallet or Window.
  • The Ghoul's tentacle leap animation now plays correctly after doing the second leap on a Survivor behind an obstacle.
  • The Ghoul can no longer basic attack a Survivor in quick succession during the third Kagune Leap cooldown.

Environment/Maps

  • Fixed an issue in Forgotten Ruins where hooks were spawning close to each other in the Dungeons.
  • Fixed an issue in Lery's Memorial Institute where the Punishment Of The Damned could not travel through walls.

Perks

  • Fixed an issue where Balanced Landing's reduced stagger and grunt effects were still being applied after becoming Exhausted.

UI

  • Fixed a crash in the Tally Scoreboard when docking or undocking the Switch.
  • Fixed an issue which shows the wrong Killer name when switching characters during queuing in a Killer's lobby.
  • Fixed an issue where empty offering slots were shown as a hidden offering.
  • Fixed an issue where the wrong icon was displayed for Zarina's Murder Mill torso cosmetic.

Misc

  • Fixed an issue where Killer could load into a match with unowned cosmetics when viewing the mori preview with the selected cosmetic.
  • Fixed an issue where retired Offerings were not showing in player's inventory.
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Known Issues

  • Survivors will still make a grunt when using Balanced Landing and performing a fast falling vault.
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Comments

  • OPXtreme_ttv
    OPXtreme_ttv Member Posts: 218

    Amazing

  • Dwight_Fairfield
    Dwight_Fairfield Member Posts: 7,518

    Thank goodness. Much needed changes.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,843

    Good stuff

  • Royval
    Royval Member Posts: 1,111

    If it got reduced by 94% what was the first value? My god. Sad to see Balanced go too. Felt like old dbd looping again

  • Chiky
    Chiky Member Posts: 1,139

    • Reduced Reticle aiming on Survivor detection for grab-attack by 94%.
    • Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.

    I hope that means the autoaim doesnt make me hit a survivor when I'm not aiming directly at them anymore. It's extremely annoying when I'm aiming literally anywhere else but there's a survivor somewhere on my screen and the autoaim turns my leap/attack directly to that survivor

    And I also hope that means he wont injure me when he's in a different floor anymore -.- The distance from where kaneki should be able to injure you should be at most 1 pallet distance, or preferibly touching the survivor... It's absurd when you can't even see the survivor due to an obstacle or a wall, and you still injure them… Not to mention when the killer is in a different floor and still injures you...

  • IronKnight55
    IronKnight55 Member Posts: 3,104

    Great changes! I'll be playing as the ghoul more now that he isn't as overpowered as before. Great job, developers! I even bought both cosmetics to show my appreciation for the changes. I don’t think he’s 100% perfect, but he is in a better place now. Thank you!

    I do love the cosmetics for the Ghoul!

    Untitled design.png Untitled design (1).png
  • Stroggz
    Stroggz Member Posts: 514

    What time it goes live?

  • Choaron
    Choaron Member Posts: 818

    So nothing about vault speed in power as well as movement speed when cancelling midair aka the two biggest balance issues with this killer. I see.

  • IronKnight55
    IronKnight55 Member Posts: 3,104

    I'm just glad he received some changes. I don't mind strong killers at all; I rarely complain about them. However, the Ghoul was extremely annoying to face. As I mentioned before, he still isn't perfect, but he is in a better spot now.

  • WiseTraveler
    WiseTraveler Member Posts: 138

    His vault speed and hinder needs to be nerfed just slightly

  • Langweilig
    Langweilig Member Posts: 3,135

    The German addon description is wrong 😕and still has the old one

  • Luckychub13
    Luckychub13 Member Posts: 4

    Love these changesLove these changes.I understand they were needed.But all my God is now completely unplayable on console.Why do they always forget that we exist

  • Langweilig
    Langweilig Member Posts: 3,135

    After breaking a pallet, if the Killer Power is not in cooldown, Power goes into a forced cooldown

    You should do this nerf for blight, nurse and spirit as well. They are way stronger in catching up than him and deserve this (kinda annoying) nerf a lot more.

  • TsukiYurei
    TsukiYurei Member Posts: 168
    edited April 17

    All it is lately is boost haste For survivors, Gen spends out of control as well healing speeds.

    The Ghoul was not op before this,


    Made for this and smart efficient plays you could beat The Ghoul just fine.

    But no let’s keep the endless second chances perks and leave the survivor mains being brainless and whining that every killer is OP.

    “Learn to Loop and Mindgame not rely on second chance perks”

    The Ghoul was just strong not op and now with these Bugfix changes.
    We shall never see a decent strong Killers like these again.

    And in the future we will get another Killer like Singularity,

    Which gets stomped 95% of games with all 4 survivors escaping and being toxic.

    Meaning that killer will never be seen or played.


    Well done Behaviour I’ve been playing for at least 5 years now.

    And if you keep this up with no good balance for both sides,

    Yes killer should have a slight edge.
    The horror aspect is fading and the entitlement is out of control.

    Five Nights Chapter will flop and you will kill your own game.

    If you don’t focus on the core what made dbd great and why is beats the rest.


    That’s all I have to say.

  • Pywell
    Pywell Member Posts: 3

    Please consider reverting the nerf to his tentacle range, it does way less for him in terms of tuning down his power and way more in making Kaneki feel worse to play. That alongside the handkerchief nerf is just…ghoulish overkill. Other than that these changes are fine but the new kagune range is way too short to feel good.

  • Langweilig
    Langweilig Member Posts: 3,135

    Because it blocks her way and she doesn‘t want to teleport through it.

  • TR1CK5T3R
    TR1CK5T3R Member Posts: 1
    edited April 17

    Balance Landing should get a buff like whenever you fall with exhausted, you still make no noise, and reduce stagger, but the whole perk goes on cooldown for 25/20/15, and if you're not exhausted, the perk still gives you Haste but still goes on cooldown

  • Pywell
    Pywell Member Posts: 3

    that’s just an incorrect play, you would not be in a single situation in which breaking is better than blinking,

  • ChuckingWong
    ChuckingWong Member Posts: 1,263

    These changes do not look like theyll accomplish anything.

    Mask add-on is STILL broken.

  • MrQuiet
    MrQuiet Member Posts: 23

    Rip ghoul. Worst killer in game now :(

  • Langweilig
    Langweilig Member Posts: 3,135

    There are some pallets that you want to break even as nurse. Not necessarily because she can’t outplay them, rather because it gives survivors more counterplay and others block your way which is annoying and gives survivors more distance when your power is on cooldown.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263
    edited April 17

    You should never break a pallet ever as nurse. Unless you are doing some goofy challenge/odd build.

    Or like special cases like gideon. Where you can vault a pallet to a dead end. You obviously will have to break that pallet so you can go hook the survivor.

  • Langweilig
    Langweilig Member Posts: 3,135

    Don‘t you have pallets that you break because it makes your live harder keeping them up?

  • xGodSendDeath
    xGodSendDeath Member Posts: 716

    Can I use Windows of Noobertunity to hold W and pre drop vs Ghoul now?

  • ChuckingWong
    ChuckingWong Member Posts: 1,263

    not as nurse F no. Those are survivor traps because they think they are safe, but they arent. Leave them up.

    Play nurse long enough and youll see why you dont do this.

    Same goes for kicking generators, very very VERY rarely do you do this. Building nowhere to hide is a noob trap on nurse.

    Reason being is for nurse, losing distance by interacting with stuff, is worse than every other killer. Because you are slower than the survivors.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263
    edited April 17

    How would I nerf nurse?

    1) Blink cds need to be longer (maybe a couple more seconds)
    2) Blink distance should be shorter (bracelet basekit so -20% distance)
    3) Remove bookmark, only absolute terribads (sorry but people are) use this. 3 blinks should not exist ever.

    Maybe fine tune from there.

    The average killer base really is terrible enough as her so, its probably not going to happen any time soon. Her kill rate has been on the lowest end every single time. Nerfing her would just make it go down even more.

    Its a killer where you really have the extremes. Either you are good at her, or simply you are not.

  • bearr_trap
    bearr_trap Member Posts: 140

    I dont think Nurse needs a nerf? I love going against her, its a scary challenge being chased by someone who can zip through a wall and down you. Pallets are survivors worst thing to go against nurse, large tall tiles are your best friend.

  • scrunkly
    scrunkly Member Posts: 90

    still no fix for the bug thats causing event items to come up infrequently in the p100 survivor bloodweb, what a disappointment.

  • xGodSendDeath
    xGodSendDeath Member Posts: 716

    Why are we even talking about nerfing Nurse while 3 and 4 man SWF continues to break the balance the game. They're even getting a new OP bodyblocker perk to even further dunk on killers

  • OrangeBear
    OrangeBear Member Posts: 3,475
  • ControllerFeedback
    ControllerFeedback Member Posts: 563

    Reticle stickiness time eh? That explains a lot.

    Also I suspected the collision thing was classified as a minimum distance thing.

  • Langweilig
    Langweilig Member Posts: 3,135

    These nerfs sound good, but like you said won’t happen.

    I stopped playing nurse because it feels to easy and by no way am I extremely good with her, but it feels like survivors can‘t do anything. Even if I mess up a lot, which I do a lot, I‘m still gonna win.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,738

    Bet all these Balanced enjoyers are going to magically disappear...again.

  • Necromonicon
    Necromonicon Member Posts: 65

    Its a good start, but I hope y'all didn't forget about the enraged pallet vault. Still very little you can do against that at the majority of loops

  • GeordieKiller
    GeordieKiller Member Posts: 466
    edited April 17

    Tested the changes and yeah way overnerfed but fixable to make it fair for survivors and still a viable choice for killers across all levels especially in the higher levels and the changes are simple:

    • Reduced Tentacle range from 16 meters to 14 meters.-Revert his map pressure doesnt need nerfing
    • if possible just nerf his attack range on survivors to 14 meters not his mobility
    • Reduced Enraged mode time from 45 seconds to 40 seconds. - Revert it was fine at 45 a pointless nerf
    • Reduced Enraged bonus time when performing a perfectly timed grab-attack from 15 seconds to 10 seconds.- Revert again pointless nerf un needed
    1. Reduced Reticle Stickiness Time effect on targeted Survivor from 0.3 seconds to 0.18 seconds.-
    2. Reduced Reticle aiming on Survivor detection for grab-attack by 94%.
    3. Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.
    • Those 3 changes KEEP i agree with those nerfs increases the skill cap and in some case can be seen as a buff as there are times i want a wall to cut off survivors but hit them instead costing me a down
    • After breaking a pallet, if the Killer Power is not in cooldown, Power goes into a forced cooldown equal to a single Leap usage.- Remove Why are you encouraging unhealthy playstyle of drop pallet hold W ? it required survivors to play smarter and punishes this unhealthy less interactive playstyle
    • With those simples fixes you will have a killer that is fun fair and viable across all levels for playing as and against
      also on a side note please hold off nerfing or buffing killers (mainly nerfing as of late) 2 weeks after their release give people time to learn, these knee jerk reactions is causing more harm to the game. The only time i will agree with early nerfs is when it is painfully obvious the killer is OP which this killer isnt it.
  • DarKStaR350z
    DarKStaR350z Member Posts: 906

    I don’t think 3 blink will ever go because it’s needed for one of her achievements and iirc they can’t change those on console and can’t make them unachievable

  • HolyDarky
    HolyDarky Member Posts: 1,382
    edited April 17

    Thank you for the Ghoul changes. I really hope we will get more tweaks to him because in my opinion he is now in a better spot but he still has some unfun issues:

    • Does he really need to apply deep wound when he uses a Grab-Attack? This already disables the ability to take a hit with DH and makes tunnling easier since he ignores OTR. It also makes his Rage mode longer since survivors cannot mend during a chase.
    • The vaulting speed during Rage mode is still too fast and reminds me of Scamper Chucky. He should vault like Wesker.
    • Yamori's Mask is still unhealthy and reminds me of Totem Demogorgon since he can still protect his totems with ToTH and the scream interruption.

    Also, can we get some buffs for his Perks:

    • Hex: Nothing But Misery should activiates at least at four M1 hits and the Hindered status effect should be buffed to 10%.
    • Forever Entwined; should work like a hook based fire up with faster breaking and vaulting speed.
    • None Are Free: Is fine but could get a slightly number buff.
    Post edited by HolyDarky on
  • RainehDaze
    RainehDaze Member Posts: 2,695

    I do find myself scratching my head at "if you break a pallet, your power goes on CD". Is this in the power tooltip, or are we, like… putting in extra-weird power interactions which make no intuitive sense now?

    Because I cannot find myself ever expecting a power that vaults a pallet to then have a CD for breaking one.

  • Royval
    Royval Member Posts: 1,111

    Wesker has the same thing? Should the Ghoul get special treatment?