http://dbd.game/killswitch
Developer Update | May 2025
Comments
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Sorry, but the 4% is a stupid idea from the start. It made sense when the game was more immersive but now its just a RNG chance to screw a match. Imagine a 4% chance of reducing a gen progress by 40% for every kick?
If you really want to jump out of the hook yourself, run Deliverance.
I hope they just chance the "luck offering parts" - maybe rework luck completly - since probably people on SoloQ will run luck offerings to kill themselves on hook if they feel like it.
-6 -
Is the Blue colour on perks, items, etc being reverted? Many people do not like it and there were many complaints about this..
14 -
That's already a part of the game. Has been for a long time lol.
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Amazing update, its what so many players have been dreaming of for many months 😄
-6 -
Can we see some SM QOL changes at some point considering the promised deadline is nearly impossible to achieve?
-4 -
Of course they have to be in the dying state still. All it says is it activates when there's 2 people and one of them can't do anything anymore.
1 -
"Go next prevention" is a massive buff for killers, again….
8 -
What exactly is go next? I'm slightly confused.
Thanks!
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It was so easy to implement the true go next prevention
Leave the hook timer separated from the "kobe" timer. Each survivor has 3 chances to self unhook without changing anything on the hook timer
During 2nd phase, just remove skill checks. If the survivor is on hook and the gates are opened or there are 2 survivors left, they can press a button to instantly die-2 -
overall this seams good but two things i find really wierd/bothersome
- removing 4% at all seams stupid. If the go next prevention worked as intended this is unnecessary
- Am I understanding the Mori update right that i can just Mori the fourth survivor after i hooked the third? Is Hatch just not an option now? What happned to the end game collapse for the last survivor? It says the Mori works when the last survivor is in the healthy state. Or does that one just not end the game than? Some clarification is definitely needed this is worded extremely scarily and makes me worried.
2 -
For example, if at the very start of the match your teammate Dwight is found by the killer, chased, downed and hooked, and they immediately start trying to unhook themselves with the intention of getting out of the game. And in struggle phase they deliberately miss skillchecks to speed up the sacrifice. That's the core of 'going next' that's being addressed here.
0 -
Oh ok! Thanks for clarifying that. I'm a newer player so wasn't sure.
I look forward to trying it all out!
2 -
How exactly does having map and (presumably) shack offerings benefit the game in any way? I don't see how this change is good in the slightest.
1 -
Call of Brine is getting adjusted?
Best update.-1 -
It also surprises me that Artist's addons get a change before rather more problematic/stronger ones that have zero counterplay like three blink Nurse or speed Blight.
My hope is they rework Matthias Babyshoes and leave Severed Hands alone. Also buffing/rework the less better ones. But it could be the complete opposite of just nerfing Severed Hands and buffing useless addons that rather need a rework.
1 -
Going next is annoying but the "remedy" brings many side-effects that are worse than the problem itself.
- It slightly buffs proxy-camping - not even 4% shortly before second phase
- It completely obliterates any chance in 3v1 where one is on hook, second is slugged, but third is in chase
- Allowing mori in 2v1, where one is hooked completely disables sneaky Unbreakable plays and the survivor can't unhook himself if on first hook.
There might be more situations, where it is completely valid to "Kobe". I really hope BHVR take a BIG second look at these changes.
11 -
Why have an offering to allow survivors to spawn separate from each other when you've already recognized the large advantage it provides?
-6 -
Agreed I used to use that perk all the time when it first released, then everyone else jumped on board used it with overcharge and got it nerfed into oblivion.
1 -
Will we still have the option to spend bloodpoints as we do now?
I like to select things I want, then use the auto spend for the rest of the web.
Is bulk spending replacing this, or is it an additional option?
2 -
I don't see enough people talking about this.. Please consider getting rid of Map Offerings… All they do is attempt to force the game in one sides favor..
5 -
These changes look fantastic, but sadly I will keep bringing luck offerings, I’m sorry but I’m not playing against Blight as a soloQ player until you reign him in, it’s laughable that The Ghoul gets a power reset on pallet breaks and Blight doesn’t, it’s laughable Blight gets 5 rush attempts with an 8 second cooldown yet Chucky gets one dash attempt every 12 seconds. Every update I hope to see Blight the jack all trades master of many get toned down.
4 -
I‘m pleased with most of it, but I have to share my two cents.
Let me start by saying I‘m glad you didn‘t remove self unhooks entirely, but why am I getting punished and robbed of my 3 self unhooks attempts when I didn‘t do it or only to give the other survivor hatch? It also doesn’t solve the problem. People will suddenly start using luck offerings to be able to kill themselves. My fix would be to remove struggle skill checks. Not only are they annoying, but they allow these players to go next faster. Then I would do a few changes to the unhook mechanic that only targets these types of players instead of removing the ability for everyone. I will suggest something in the ptb.
I hope map offerings aren‘t useless now. 20% chance sounds very insignificant to me.
5 -
All of this looks pretty interesting, though I'm concerned the mori changes were made a little too early. Especially with anti-slug adjustments coming up soon, would it be better to hold on bringing those changes to live until everyone sees what those adjustments look like?
6 -
Survivors can send Killers to maps just to bully them and make themselves unhookable.
For example, If a SWF bring a Badham map along with an offering to spawn the basement in Killer Shack, they can run down to the lower level of the preschool for safety. If the have Boil Over, the Killer won't be able to hook them.
-3 -
The game is become least casual friendly and catered towards High MMR.
5 -
😁 long overdue. I hope they increase the regression and make it possible to apply to more than one gen. Another thing could be to make it a mini ruin, that starts regressing a generator on which it is active when survivors leave them alone.
-2 -
Removed the option to self-unhook on first hook stage unless they have one of the following equipped
What about 2v1 scenarios when survivor gets hooked for the first time? For example I might want to give my teammate hatch, but I won't be able to do that if that's my first hook stage?
Also what about the endgame? Survivor gets hooked for the first time during EGC, killer naturally camps them. Survivor could try get 4% and run towards exit and thus try to escape, but now they won't be able to do that anymore???
8 -
LIGHTFOOTED BUFFS I'VE BEEN HOPING FOR THIS TO HAPPEN FOREVER!!
Praying they allow it to work while injured!
5 -
Killer sided like always. I will rejoice the day when everybody who plays survivor leaves this trash game.
1 -
Also the new Spawn rules is a massive buff to The Shape. It is bad enough I have to hear Tier II 10 seconds into a match currently. Survivors are going to be Tombstoned in record timing.
4 -
Now that survivors can't die on hook on purpose
They will never touch a gen, they will run the entire map looking for chests to unlock and totems to cleanse, they will hide in lockers in front of the killer to die faster 😍 And the other players will be wasting their time in a match thats almost impossible to win but they don't know it
In all seriousness, that issue needed to be addressed, but this "go next" mechanic was not it
8 -
I hope so too. Maybe they make it an exhaustion perk or remove all downsides from it.
4 -
I just want to be able to combo it with Iron Will and Light Weight for an easy to lose the killer type build while injured, I wanted that since the perks release haha, praying that happens!
5 -
The bloodpoints spending just need two more things for being perfect and I hope they release it in the future:
- A checkbox for selecting which rarities you want to prioritize, because if you want ultra rare addons you still have to do it manually, for example.
- A summary showing the items you have received and how many of each you earned when have spent a bulk of bloodpoints.
5 -
Why make changes purportedly for the good of the game then let people negate these changes with either one perk or one offering? It literally makes no sense.
Sometimes it feels like the devs know what the best course of action is but are too scared of upsetting the playerbase to actually follow through.
2 -
Can someone explain to me the take that the 'Go Next' prevention is being viewed as Killer sided? I've played many games in recent weeks where the first person to go down kills themselves right away....you know what's killer sided, when there is only 3 survivors left at 5 gens.
If the person get unhooked and goes afk, so be it. It's a distraction for the killer while everyone else works on gens.
3 -
Edit: I take it back what I previously said here, someone raised a point I had not considered and now I am not sure if these changes are actually good.
Post edited by GeneralV on-1 -
Genuine players are currently unfairly punished when teammates Go Next, and there will be less genuine players unfairly punished after Go Next is in the game, because the main reason why Go Next is so popular is being removed from the game.
Those "great 4 percent moments" are the reason why I'm stuck slugging in a lot of games. I'm stuck bleeding people out, because if I place them on a hook, then they might 4%, but if I bleed them out on the ground, then I'm 100% guaranteed to win.
Those "4 percent moments" are mostly just punishing killers that are trying to be nice to survivors, by hooking them instead of securing their win by slugging.
-14 -
Great change! The only thing that is misleading is the "Extreme Hiding" category.
When I read the category, I though of the following:-Survivors hiding in corner of the map though out the game without interreacting with the killer, gens, or going for saves.
-2 survivors keeping the game hostage in a 2v1 scenario, forcing the killer to abandon game after 10 mins have passed.
-drop/pick up item tech to prevent crows from spawning.
Blocking a survivors in a specific area on the map by other survivors or the killer seems like it should be called Anti-body Blocking than Extreme Hiding. Otherwise, I welcome this change as well!
1 -
"Updated AFK detection system."
Is this update going to address situations in which players get downed and hooked by a cheater during the camera pan before the match even starts and get banned for "being afk"?
4 -
Are y'all no longer developing unique lobby music for survivors? Orela Rose uses the default survivor theme.
0 -
Came in just to write exactly the same thing.
we’ve adjusted her top and bottom-performing add-ons to bring their usefulness more in line with her other options.Pretty sure they will nerf Severed Hands and it's the only addon which helps her to be somewhere near low A tier.
It's another Billy situation, where they were about to nerf his Engravings just because "oh it has high pick rate and performs better than other". Yeah, maybe because in both situations it's the only addon makes killer viable? Maybe because other 4-5 addons somewhat okish and other 15 are just garbage? Sadly there are like 5 Artist players in this game and this situation won't get enough attention.4 -
Personally I see it as a buff for survivors... maybe I'll not lose 20% of my games due to some rash throwing for content or giving up immediately cause they got outplayed by a Myers.
-3 -
The go next prevention seems harsh for good players, and the players that have been going next, will just be even more mad that they are being held hostage in your game and either shut off the game, and stop playing it all together or be afk and not contribut to the game.
And since this effects all players not being able to 4% chance off hook, how many players are going to say enough is enough and stop playing this game.
If you keep taking instead of a non take solutions people will get tired of it and just go next to another video game.
2 -
So true I already hate this chapter update, literally super killer sided
-6 -
Who will not be turining brightness and gamma settings to max?
2 -
Shape can only stalk one surv at a time.
-3 -
True "Go Next" thing solves nothing, survivors that hate certain killers will find a way to end that match faster
4 -
I'm thinking about making my game darker.
If they aren't adding the New Moon Bouquet back, I'll do it myself.
2 -
Only affects you which could be a challenge. New Moon at lease affected everyone but would be impossible to bring back now with these settings.
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