http://dbd.game/killswitch
9.0.0 | PTB Patch Notes
Important
- Progress & save data information has been copied from the Live game to our PTB servers on 20 May 2025. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.
- Players will once again receive 12,500 Auric Cells on the PTB to explore Outfits and Characters in the Store. Both Auric Cells and purchases made on the PTB Build will not transfer to the Live Build.
Content
New Killer - The Animatronic
KILLER POWER: FAZBEAR'S FRIGHT
- The Animatronic lived to kill, even when his mechanical costume became his tomb.
SPECIAL ABILITY: FIRE AXE
- The Animatronic is armed with a Fire Axe that he can throw at Survivors. If the Axe hits a Survivor, the weapon becomes embedded in them, leaving the Survivor vulnerable. Survivors must remove the Axe before they can be healed.
MAP FEATURE: SECURITY SYSTEM
- At the start of the trial, 7 Security Doors are spawned randomly throughout the map. These doors can be accessed by both Survivors and The Animatronic.
- Each Security Door has a Camera attached to it. Interacting with the Door gives the Survivor access to the Camera View, allowing the Survivor to cycle through every Camera in the map, travel to the Door they are currently looking through, and potentially reveal The Animatronic's aura to the team.
- Using the Cameras and Doors too often will deplete the limited battery power available, forcing Survivors to wait until the system reboots. The Animatronic may travel between Security Doors with or without battery power.
- If The Animatronic enters a Security Door, they may choose to exit from any other Door in the map. Moving to a Door already in use by a Survivor will cause The Animatronic to grab that Survivor.
New Killer Perks
Help Wanted:
- When you damage a generator, it becomes compromised:
- When the compromised generator is completed, your successful basic attack cooldowns are 25/25/25% faster for 40/50/60 seconds.
Phantom Fear:
- When a Survivor within your Terror Radius looks at you, they scream and you see their aura for 2/2/2 seconds.
- This perk has a 80/70/60 second cooldown.
Haywire:
- Exit gates switches with at least 50% progress regress at a rate of 40/45/50% of gate opening speed.
- While they are regressing, Survivors see the exit gate lights flicker randomly.
New Map - Freddy Fazbear's Pizza
- The rotting brainchild of a sadistic murderer still stands over the grassy plains. A place of joy for some, and unspeakable terror for others. Do not let the bright colors and parlor tricks deceive you; many have died within these walls, and many more will die still.
Quality of Life Improvements
AFK Crow System Update
- Survivors are considered AFK when not interacting within the last 10 seconds.
- While AFK, Survivors accrue AFK points, during which crows gradually begin spawning above the Survivor, beginning with 1 and capping at 3.
- AFK points increase more slowly while moving or while in proximity to the Killer.
- After 90 seconds, the Survivor reaches 3 crows and Loud Noises trigger at regular intervals.
- Additionally, the Survivor loses collision with other players for 10 seconds.
- Completing interactions removes AFK points.
- Crows are removed as AFK points decrease.
- This system is disabled when the Hatch spawns or when End Game Collapse is triggered by any means.
Bloodweb Spending Improvements
- Added an Auto Bloodweb button available after prestiging any one character for the first time, enabling players to automatically progress to a selected character level, Bloodpoints permitting.
- Removed the following pop-ups across all other characters after they have been shown for the first time:
- “The Bloodweb” introductory pop-up
- “Unpredictability” pop-up
- Perk slot unlocks
Disconnection Penalties (not in PTB)
- Disconnection Penalties are now based on your last 20 matches played.
- Each disconnect in this set of 20 matches counts as a disconnection penalty point.
- Disconnection penalty points decrease as you play matches without disconnecting (previously decayed at the rate of 1 point per day).
Gamma Setting
- Upon launch, new gamma calibration popup will be presented to all players.
- This visual setting can be accessed at all times via the Settings menu, under the Graphics tab.
"Going Next" Prevention
- Added a system to detect Survivors who intentionally die early in the match.
- When a Survivor is determined to be doing this, they receive a disconnection penalty and lose one full grade. Note: This is disabled during the PTB.
- The Attempt Unhook ability is now only available in the following circumstances:
- Two Survivors remain in the Trial.
- A Survivor's Luck is increased with an Offering.
- A Survivor has equipped the Slippery Meat or Up the Ante perk.
- When more than two Survivors remain, they may struggle while on a hook, but with no chance of escape or penalty for failure.
- Letting two struggle skill checks pass without any input will no longer instantly kill you.
- The Abandoned score event (given to Survivors when a teammate disconnects) is now also granted when a Survivor gives up via this system.
- Increased the Abandoned score event to 2,000 Bloodpoints (was 600).
Mori Update
- Near the end of a Trial, the Killer can now activate a Mori when at least 2 Survivors are alive (up from 1 Survivor alive):
- 1 Survivor must be alive (Healthy, Injured or Dying)
- 1 Survivor or more must be Hooked, and on Struggle Phase
- When the above criteria are met, starting a Mori on a Survivor will now immediately start the Sacrifice of remaining Hooked Survivors in the Struggle Phase.
- Dev note: The change means that you do not need to wait for the hooked Survivor to be Sacrificed to be able to trigger a Mori.
Offerings Updates
- All Realm/Map offerings now grant a flat 20% chance to be sent the associated Realm/Map.
- Duplicate Realm & Map offerings no longer stack.
- Most gameplay-altering offerings are now treated as secret during the loading screen reveal.
Spawn Rules
- Survivors now spawn within 12m of each other by default, when possible.
- Survivors now spawn on the same floor as each other by default, when possible.
- The Survivor offering, Shroud of Binding, has been replaced with a new offering, the Shroud of Separation. Its new effect causes Survivors to spawn apart from one another.
- Any owned Shrouds of Binding are converted to Shrouds of Separation.
- The Killer offering, Shroud of Separation, has been replaced with a new offering, the Shroud of Vanishing. Its new effect causes all Survivor spawn offerings to be rejected by The Entity.
- Any owned Shrouds of Separation are converted to Shrouds of Vanishing.
Spectator Mode
- Increased spectator slots in Custom Game to 5.
- Hotkeys have been assigned in Spectator Mode to make changing between players easier.
- Looping between players using the top bar while in Spectator Mode can now be done via hotkey.
- Added controller support for the above improvements.
Voiceover Language Setting
- "Voice Language" is a new setting added under the General tab.
- French can now be chosen for voiceovers on select characters:
- Sable Ward, Gabriel Soma, The Good Guy, The Good Gal, Ellen Ripley & Rain are now available.
Gameplay Features
Killer Updates
The Artist Add-Ons
- The Automatic Drawing add-on now reduces the cooldown time of Birds of Torment by 1.75 seconds after idle Dire Crows disintegrate (was 1.5 seconds).
- The Untitled Agony add-on now makes swarmed Survivors suffer from a 10% Hindered status effect for 1.5 seconds (was 15%).
- The Matias' Baby Shoes add-on now reveals the auras of Survivors within 4 meters of idle Dire Crows for 3 seconds (was 5 meters).
- The Ink Egg add-on now reduces the time before idle Dire Crows disintegrate by 1 seconds (was 2 seconds).
- The Severed Hands add-on now causes Survivors coming within 2 meters of swarmed Survivors to become swarmed too (was 3 meters).
- The Iridescent Feather add-on no longer reduces the number of summonable Dire Crows (used to reduce Dire Crow summons by 1).
The Lich
- All of The Lich's Spells are now available at the start of a Trial (was 15 seconds starting cooldown).
- Decreased Dispelling Sphere cooldown to 30 seconds (was 35 seconds).
- Decreased Fly cooldown to 20 seconds (was 25 seconds).
- Decreased Mage Hand cooldown to 35 seconds (was 40 seconds).
- Decreased Flight of the Damned cooldown to 30 seconds (was 35 seconds).
- Removed the interaction time locking the Killer's camera when activating Dispelling Sphere (was 2 seconds).
- Updated Dispelling Sphere's projectile to move quickly when first cast and slows down over the following 3 seconds, in order to spend less time revealing the area immediately in front of the Killer.
- Increased the Killer Instinct duration once Survivors exit Dispelling Sphere to 5 seconds (was 3 seconds).
- Increased the end interaction time of Fly to 2.75 seconds (was 2.5 seconds).
- Increased the duration of Fly to 5 seconds (was 4 seconds).
- Fixed a bug which prevented The Lich from reaching the intended movement speed (8.0 m/s) when casting Fly.
- Fixed a bug which made the Survivor pallet interaction delay inconsistent for both Killers and Survivors after lifting a pallet with Mage Hand.
- Increased the duration of the Survivor pallet interaction delay after lifting a pallet with Mage Hand to 0.55 second (was 0.15 second).
- Increased The Lich's aura reveal duration to 2 seconds when the associated Spell is cast for each Magic Item (was 1.5 seconds).
- Increased the duration of Haste to 4 seconds for Survivors equipped with Boots or Gauntlets of the Interloper when The Lich activates Mage Hand (was 3.5 seconds).
The Lich Add-ons
- The Trickster's Glove add-on now increases the time Mage Hand holds a pallet up by 0.3 second (was 0.5 second).
- The Crystal Ball add-on now increases the Killer Instinct effect by an additional 1 second when a Survivor is revealed by Dispelling Sphere (was 3 seconds).
- The Potion of Speed add-on now decreases the period where you cannot attack after casting Fly by 0.15 seconds (was 0.3 seconds).
- The Ring of Telekinesis add-on now increases your vaulting speed by 10% for the next 10 seconds when using the Mage Hand Spell on an upright pallet (was 8 seconds).
- The Ring of Spell Storing add-on decreases the cooldown of all spells by 1 second (was 2 seconds).
- The Cloak of Elvenkind add-on now decreases Terror Radius by 22 meters when activating the Fly spell (was 8 meters).
- The Boots of Speed add-on now grants you 3% Haste for 2 seconds when casting Mage Hand (was 5%).
- The Staff of Withering add-on now causes Exhaustion for 30 seconds to Survivors who enter the radius of Dispelling Sphere (was 20 seconds).
- The Pearl of Power add-on now decreases the remaining cooldown for your spells by 2 seconds each time you land a basic attack (was 3 seconds).
- The Robe of Eyes add-on now reveals the auras of Survivors within 6 meters of a treasure chest for 4 seconds each time you cast a spell (was 3 seconds).
- The Dragontooth Dagger add-on now applies Haemorrhage and Mangled status effects to Survivors hit with a basic attack while holding a Magic Item for 60 seconds (was 45 seconds).
- The Cloak of Invisibility add-on now activates Undetectable for 20 seconds each time all of your spells are on cooldown at the same time (was 10 seconds).
The Twins
- Victor is now able to trigger chases with Survivors.
Killer Perks
Call of Brine
- Increased duration to 70 seconds (was 60 seconds).
- Increased bonus Generator regression to 130/140/150% (was 115/120/125%).
Thrilling Tremors
- Reduced cooldown to 40/35/30 seconds (was 100/80/60 seconds).
Superior Anatomy
- Increased area of detection to 12 meters (was 8 meters).
- Decreased cooldown to 25 seconds (was 30 seconds).
Dark Devotion
- Increased duration of Terror Radius transfer to Obsession to 35/40/45 seconds (was 20/25/30 seconds).
- Increased size of transferred Terror Radius to 40 meters (was 32 meters).
Hex: Retribution
- Increased Oblivious duration caused by Survivor interacting with Dull or Hex Totems to 40/50/60 seconds (was 35/40/45 seconds).
- Increased Survivor aura reveal triggered by Hex Totem removal to 20 seconds (was 15 seconds).
Machine Learning
- Decreased Haste value to 8% (was 10%).
- Increased duration to 40/50/60 seconds (was 30/35/40 seconds).
Remember Me
- Updated description to more accurately reflect its in-game effect.
Terminus
- Increased Broken duration once exit gates are open to 35/40/45 seconds (was 20/25/30 seconds).
THWACK!
- Increased reveal area to 36 meters (was 24 meters).
- Increased Survivor aura reveal to 4/5/6 seconds (was 3/4/5 seconds).
Survivor Perks
Botany Knowledge
- Healing item efficiency reduction removed (was 20%).
Champion of Light
- Decreased cooldown to 60/50/40 seconds (was 80/70/60 seconds).
Light-footed
- Decreased cooldown to 14/12/10 seconds (was 28/24/20 seconds).
Desperate Measures
- Increased scaling bonus speed to healing and unhook actions to 16/18/20% (was 10/12/14%).
Exultation
- Increased the item recharge amount for stunning the Killer with a pallet to 75% (was 25%).
- Decreased cooldown to 30/25/20 seconds (was 40/35/30 seconds).
Counterforce
- Increased bonus Totem cleansing speed to 25% (was 20%).
- Increased furthest Totem aura reveal duration to 10/12/14 seconds (was 2/3/4 seconds).
- Increased stackable Totem cleansing speed bonus to 25% (was 20%).
Empathic Connection
- Injured Survivor(s) can now see the aura of Survivor(s) with Empathic Connection anywhere on a map (was 32/64/96 meters).
- Updated healing speed bonus to other Survivors to 25/30/35% across Tiers (was 30% across all Tiers).
Emblem Updates
Lightbringer:
- Performing an Invocation now awards 0.8 Lightbringer points per percent of progress.
- Being chased while a teammate performs an Invocation now awards 0.4 Lightbringer points per percent of progress.
- Blessing a Totem for the first time now awards 50 Lightbringer points.
- Being chased while a teammate blesses a Totem for the first time now awards 25 Lightbringer points.
- Increased Lightbringer points earned when a teammate repairs a Generator while you are being chased to 0.5 per percent of progress (was 0.33).
- Decreased Lightbringer points earned for repairing generators to 0.8 per percent of progress (was 1).
- Increased Lightbringer points earned when other Survivors cleanse a Dull Totem while you are chased to 10 (was 5).
- Increased Lightbringer points earned when other Survivors cleanse a Hex Totem while you are chased to 25 (was 10).
Evader:
- Increased Evader points earned after a 15 second chase to 60 (was 25).
- Increased Evader chase multiplier at 10 meters to 1x (was 0.6x).
- Decreased Evader chase multiplier at 6 meters to 1x (was 1.2x).
Map Showcase
- Added new Map Game Mode that allows for players to queue up for a single, predetermined map.
Bug Fixes
Audio
- Fixed an issue where The Plague's Corrupt Purge activation sound effect would play multiple time in a row when all Pools of Devotion were corrupted.
- Fixed an issue where The Huntress' Were-Elk outfit lullaby was quieter than her other outfits.
Character
- Fixed an issue where the Madness tier up animation would not trigger on Survivors when playing against The Doctor.
- Fixed an issue where The Nightmare's left hand would snap briefly when aiming at a Dream Pallet.
- Fixed an issue where Rupture could be activated while dropping a pallet as The Nightmare.
- Fixed an issue where Awake Survivors could heal Sleeping Survivors after the "Wake Up" interaction was interrupted.
- Fixed an issue where The Nightmare was unable to use Dream Projection in Trials.
- Fixed an issue where The Trickster did not have a fatigued animation after ending a Main Event.
- Fixed an issue where The Dark Lord could see the lute floating when a Survivor was using Bardic Inspiration while in Bat form.
- Fixed an issue where The Lich's Spell indicator became distorted when changing window modes on an ultra wide monitor.
- Fixed an issue where pallets would shake after lifting a pallet with The Lich's Mage Hand.
- Fixed an issue where the animation for The Lich's Mage Hand would repeat after raising a pallet.
- Fixed an issue where the activation prompt for the Eye of Vecna was not clearly labeled.
- Fixed an issue where the grace period to drop a pallet after it was raised by The Lich's Mage Hand was inconsistent.
- Fixed an issue where The Houndmaster's dog would appear to slide when charging the Chase command while blocked by obstacles.
Environment/Maps
- Fixed an issue in the Coldwind Farm Realm where players could not vault in the combine harvester.
- Fixed an issue in the Autohaven Wreckers Realm where players could not vault in the crashed bus.
- Fixed an issue in the Toba Landing map where a placeholder tile would appear.
Perks
- Fixed an issue where the durability icon remained visible after emptying a Toolbox with the Streetwise perk equipped.
Known Issues
- The Dark Lord has been disabled.
- Several localizations are incomplete.
Comments
-
BUFF MORE Superior Anatomy
Increased area of detection to 15 meters — (was 8m)
Decreased cooldown to 15 seconds — (was 30s)
Increased for 40/45/50% vault speed —(was 30/35/40%)Buff Fire Up
(Start with 1 token 5% for token) — (was 6% max 5 tokens)
5% / 10% / 15% / 20% / 25% / 30% — (was 6% / 12% / 18% / 24% / 30%)Buff Dark Arrogance
Permanently increases the duration of Killer Blinds and the duration of Pallet Stuns by +10 % — (was +25%)
Permanently increases your Vaulting speed by 20/25/30% — (was 15/20/25%)"If you want to stop seeing 3-4 anti gen perks, BUFF these USELESS perks"
-9 -
If you're buffing healing, then at least revert this perk to its previous state it's a useful perk for low-tier killers.
-6 -
As a Vecna main myself, right out of the gate I just want to warn BHVR about Mage Hand being possibly a bit too strong now, with the bug fix and buff it is receiving. Now that survivors can't punish Vecna's that use Mage Hand on reaction, the mindgame of whether Vecna uses Mage Hand or not, and whether survivors should throw down the pallet or not, could go lost because of this. Since he doesn't have to predict the pallet drop anymore but instead can react to it.
I think a good compensation nerf is too slightly decrease Vecna's movement speed during his post cast cooldown of Mage Hand, from 3.68 M/S to let's say 3.28 M/S. That would make Mage Hand fairer for both sides, allowing both sides to have some counterplay.
Also a bit disappointed with the buffs to the items. I was kind of hoping that the other items would also give survivors a small haste effect when the corresponding spell was used.
-12 -
i really love this changes but i would revert the botany knowledge changes 😅 its very broken to heal yourself in 6 seconds with a medkit
-10 -
So, I'll just add in my feedback on the Artist Add-on situation:
Automatic Writing is still kinda useless. The crows rarely disintegrate anyway.
Untitled Agony getting nerfed is wild. Why? It wasn't THAT good. It's not even 2 seconds!
Ink Egg might as well not have a downside, it's not that impactful.
Severed Hands may end up terrible or completely fine. I'll have to test it first.
Iridescent Feather is still useless. It should trigger every time you launch a crow, not just when you have none.
10 -
Can you please Rework. Hex: Wretched Fate? Maybe. It in this upcoming update, but definitely in a future one. It's just that, I Find this Hex Perk to be the most useless of them all. All Hex Perks have some kind of effect on ALL the survivors. I Have always found that a Hex Perk that only targets the Obsession is pretty useless. So if you guys could figure something out so that Hex: Wretched Fate affects all survivors, I would greatly appreciate that. But as always, this is just my suggestion. You don't have to listen to me. But, just think it over, please.
1 -
Overall update is great, but about going next preventaion I disagree with it.
When I become last 2 survivors and after I get hooked, I would like to die instantly.
It is great that we can try unhook at first stage, but if it is not possible to die after 2nd skill check, it means we can't die soon.And also it is hard that we can't try unhook by myself when the 4 all survivors had slugged and hook them all.
I think it is not necessary to remove unhook.
It is enough to add going next penalty.-3 -
Not sure why Artist has more of a nerf this update when you said she is in a balanced spot?
Post edited by SirJustSir on11 -
What does axe area do? Just exist?
-1 -
Great job Bhvr ! All of the quality of life changes seem to be amazing, and it is very nice to see some of the lesser used perks getting a buff, however there seems to be a little misunderstanding on why certain perks pick rates are so low. All of the buffs up there are really pleasant don't get me wrong, but I'd argue that the reason they are amongst the least picked one doesn't lie in their numbers, they just are fundamentally flawed. I'll take an example for each role. For killers, Dark Devotion, while seemingly being an interesting perk to mess around with survivors, doesn't really help you much in your match and is basically a more situational and niche version of unforeseen, no matter how much you buff the numbers, it just is outclassed. For survivors, I'll take the example of light footed, which really pains me to see in such a state because i find the idea to be amazing. Not hearing your footsteps is let's be honest not as strong as we thought it would be when the perks released, the killer still being able to hear your breathing sounds very clearly, which makes the TWO conditions absolutely unnecessary(healthy and not on cooldown after a vault). In fact, the only moment where you might get value(and if the killer don't hear your panting noises) would have been be after breaking line of sight after… a vault. Which you can't do because of the cooldown, no matter how much you decrease it, which makes this perk pretty much useless.
All of this just to say that buffing raw numbers of perks is good, (it works for call of brine for example), but for some perks it's just pointless because the problem is not there.(btw what I'd do for those 2 would be adding a new effect for Dark devotion like at the end of this effect, every survivor that was in the terror radius would scream giving you additional info, and for light footed, make it more in line with like iron will and remove the cooldown and maybe also the healthy condition, I'd argue that it still wouldn't be that strong because the killer will still be able to hear the breathing sounds of survivors)
1 -
any thoughts on giving my beloved No Mither 100% noise reduction 🥺
3 -
These Artist addon changes seem real unnecessary, as in they wern't problematic in the first place, in comparison to some other killer's. Like it seems they just made changes for the sake of saying they did.
Post edited by CrowVortex on7 -
@ThatRyanB can you give me an explanation of why do you, the developers - not you in particular -, want to nerf Artist? These addon changes are overall a big and unfair nerf to her without any fair buffs. I will give my feedback in the PTB section about it but for now, what I see makes me really sad. You said in your developer update that you want to nerf some of her more common addons while buffing the less common one. However, this approach is completly wrong and bad: You are nerfing fair and healthy addons while not reworking the actuall unhealthy ones: the real unhealthy addon is her Matthias Baby Shoes one and that gets a little nerf instead of a rework. Her unhealthy Garden of Rot addon stays unhealthy. Also, why do you think that Severed Hands or even Ink Egg have a higher pickrate? Because these are good addons while something like Still Alive Crow or Charcoal Stick are just bad addons but don't get any changes? Why?
8 -
If a Survivor passes through the axe's area of effect, the Killer will gain Killer Instinct on them for a short time.
3 -
We understand that in a 2v1 situation, there are cases where a Survivor who is hooked may want to give their remaining teammate the hatch. In this situation, while it's not instantaneous, you will still be able to fail these skill checks to progress more quickly towards a sacrifice.
Regardless, we're tracking folks' feedback on this feature, so thank you for sharing your thoughts - we'll pass them along!
4 -
Is Victor gaining the ability to enter chases, for the sake of game balance, or so survivors can get more bloodpoints?
One of the biggest benefits of Victor is that he wasn’t forced to listen to purposely loud chase music, that hides important survivor noises.
Being able to easily hear survivors through walls, is much more important than Victor being able to entity block windows, and this chase is a huge game balance change for Victor.
Because of this whole thing is being done for the sake of survivor points, then can we have a reduced volume chase music for Victor, so he isn’t getting stomped with a major disadvantage from this update?-9 -
No way devs would be this clueless about their own game (r-right?). It clearly was meant as a nerf to the killer.
6 -
Question about DC penalty...
When you say it's based on the last 20 matches, what does that mean?Does that mean you have to play 20 matches without DC'ing in order to remove a penalty point?
It seems kind of weird to require people to keep playing the game to remove the penalty if they get upset enough to DC. Aren't the penalties meant to get people to step away from the game? With this, taking a break will accomplish nothing, because they'll still be stuck with the penalty when they return.
-1 -
BHVR has been re-evaluating survivor bloodpoint gain, and have been overall raising the amount of bloodpoints survivors are getting.
It’s entirely possible this Victor change is just a quality of life feature for survivor bloodpoint gain.
1 -
WHY IS DRACULA GETTING DISABLED?? What’s wrong with him?? As a Drac main I wanna know.
1 -
Botany allows you to heal self at 16s with medkit.
1 -
You guys are literally nerfing the skill of of Mina's kit in favor of a brain dead play style that a lot of the community already dislikes. Shadow nerfing Velvet fabric and nerfing all of her skill expressive add ons is a slap in the face of all the players that play mina for skill and not for wins.
8 -
Artist add ons need a complete rethink. Severed Hands is akin to what Soma Family Photo was for Singularity and that was made basekit (not trying to suggest SH should be basekit but the point is that it’s her most picked and best add on because it makes her as viable as possible). Yet we are nerfing it? Also hearing reports SH stagger hits are no longer possible (removal of skill expression).
Untitled Agony needed a buff, instead it’s nerfed?! Ink Egg is a stealth nerf, Baby Shoes need a complete rework.
Both of Artist’s iri add ons are antithetical to how she should be played - as she is described as a ‘range-recon’ killer. Yet both of her iri add ons which should amplify her core power rely on you being close to the survivors for value?! How does that make sense. Iri feather is still diabolical - 12 seconds of undetectable but without being able to use her power? Huntress has a purple add on that gives 30 seconds undetectable and doesn’t remove her M2.
I could go on…
8 -
I am not quite sure what this has to do with my post? Or am I completely missing something here?
2 -
I think they meant to reply to someone else who thought botany gave 6 (not 16) sec heals
5 -
Ah lol that would make sense.
3 -
The artist nerfs (cause that's what they honestly are) are baffling to me. What did she do to deserve this?
7 -
The addon rework was about how I expected it. Terrible. Just like Sadako's…I don't understand why its difficult to give fun and inspiring addons that people are actually going to want to slot because well…..they are FUN :D
6 -
Absolutely hate the new " quality of life updates"
1 if a play wants to leave the game when you have already implemented bots
1 example; Some players CANT PLAY AGAINST ATHE clown thet have a phobia why should they be punished. You implemented bots for a reason!
Even if they just dont like a map or a certian killer they should have the absolute option to opt out.
OOOR make we can see the killer at the very least!
Also if thet arent havinf fun then thet should be able.to just leqve.
You have bots let them be used!!!
2. Your new mori bs? Makes hatch entirely useless. And removes any ANY incentive to save each other at all. Because I ain't risking getting a mori just to get some one off hook when I am playing the game.
3. Removing us being able to get off hook? Unless we use perks or offerings? To " keep people from going next" ooor you can just give us our chances to 4% instead od forcing js to change our favorite buimds to use perks we DONT. LIKE. Or offering WE DONT LIke!
Thes are JUST A FEW comments about tbis " quality of life updates."
I am a killer/survivor blended but killer main and this makes this FAAAAR to killer sided you are going to have a shortage of survivors because no one wants this bs
-8 -
All mostly good changes. However, why nerf Artist? She was fine. And am I the only one who thinks this version of the Go Next system is a bit… harsh?
Also not sure that change was needed for Twins, who asked for it?
Consider giving Ghostface some of the haste he gets in 2v8 while in Shroud next update - just 3-5% would do.
Why is Drac killswitched? What's wrong with him at the moment? :(
4 -
This pretty solid patch, but the artist addon like a slight nerf than anything, but that's my opinion since I don't play artist often
Also with perks, can you guys give some love to other perks, like this is not happening or shatter hope? Those perks is terrible and need some buff
-1 -
Most of the changes are good. However there are mistakes that were made;
Why oh why did you change the Finisher Mori like this?! The core issue with the Finisher Mori was that it incentivizes slugging for the 4k (slugging the 3rd Survivor before searching for the last, often leading to a player twiddling their thumbs until they bled out). This change does nothing to address that.
This was the perfect occasion to make the Finisher Mori healthy by making it only available if the 4th Survivor was alive and healthy or injured (NOT in the Dying State) when the 3rd Survivor died by sacrifice OR died by Mori OR escapes. This would encourage people to engage with the Hatch race if they want a climactic Finisher Mori but wouldn't prevent people who are playing more competitively (or doing Adepts/challenges requiring 4k) from securing a 4k more easily.
The Go Next Prevention...It's too early to tell, but I'm wary of potential false positives. Does getting tunnelled count as "dying early on purpose"? Does accidentally running into the Killer just after getting off the hook (due to stealth or simply inexperience) and getting hooked again count as trying to go next? Will giving Hatch to your teammate count as going next? Details would be appreciated.
Holding unhooking yourself off a hook behind perks and offerings will remove so many memorable clutch moments in endgame...
The new DC penalty decay method, now based on completed matches rather than time, is rather unclear on what makes a match "complete". Does using the "Abandon" mechanic count as a full match? If the server crashes (a very real concern when the tsunami of new players join the live servers for FNAF) does it count as a DC? Again, details would be appreciated.
The AFK crows collision loss is great, a long-time coming just like the gamma settings but still a great thing.
4 -
Hatch is not meant to be 50-50 escape for last survivor, if you have problems with that, bring keys.
-6 -
This content has been removed.
-
The "Go Next" prevention is horrible. You're trying to keep people in matches they don't wanna be in without even trying to address why they don't wanna be in those matches. Do you think this is gonna improve Solo Q? If someone doesn't wanna play the match, they won't play it no matter what. You're just gonna make players more and more frustrated by forcing them to play out matches when the whole point of DBD is that it's a video game and not a job. A lot of veteran survivors will play this game less and less or even just quit, myself included. It's not too late to revert these changes.
-2 -
I was wondering the same thing. Last time his bloodweb was locked and couldnt progress due to a black node. Not sure what it is this time, maybe he has problems with the new map
0 -
That‘s my feedback on it. I hope it helps.
1 -
Have you forgotten to mention shroud of union?
It currently makes you spawn in pairs of two. It would make much more sense to now spawn you as far away from teammates as possible.
Shroud of vanishing feels pointless. You use it to counter shroud offerings but since survivors will probably not use them. It will become worthless.
Make current shroud of separation/vanishing spawn everyone in a 32 meter radius around the killer or in main/shack. That way you know they are close and you find them more easilyy
-3 -
It's not about the 50 50. Now it is a 0 percent chance because of the new cheap mori updates dued. Do you realize that making that they can get a mori on you in healthy or injured state
1 cheapest Myers tombstone y9u no longer have to grind for it and now has given the tombstone affect to all killers after only killing two survivors
2. It discourages from actual team play. No one is going to want to risk the unhook at all after the first two kills are done becauE they will just get caught and die! With out any hits.
3; hatch offerings will make it a 100% of finding the hatch they always doo. They will now be rendered useless! Period.
Hatch will no longer be a thing at all and
Team work? Nah no thanks. This is the ######### that is killing the team work of the game.
You can tell you are a 100% killer main.
This game is paccifying killers to " make their job,easier" well how easy is it going to be when survivors are non existent becauae we cant play. Here let's put the kill automatic basically to you for free.
IM A KILLER and I find these rules ridiculous for survivors.
Killer can plan accordinf to the lobby but survivors fet no recourse.
What if some one had a clown phobia? They cant back out and NOW they grt punished because they just cant go against one killer they get a dc penalty?
Again this ######### is severing as a killer cry fest.
I can get a 4k with the most basic of builds as a xeno with out tunneling, slugging, and camping. And playing the game.properly i dont leave anyone for the mori I dont wait to do the mori. It's called be good at the game. Practice. Learn the killer. Learn the builds. Period.
It takes time but its possible
And sometimes ya lose but these new rules are so #########
3 -
I'm not sure I understand the distinction you're drawing here with the finisher mori in particular.
If the finisher mori isn't available when the last survivor is in the dying state, doesn't that just mean you don't get to mori them…? I truly don't understand what you're attempting to convey, legitimately.
0 -
The changes to Artist add-ons are poorly thought out. It's like you guys just look at a number spread sheet and see and few add-on being picked far more than other and nerf them without looking at to why they're being picked. Some killers did had a few add-ons that were very strong that needed nerf and having some good add-ons while other killers like Artist and Pyramid Head have a lot of add-ons that just feels useless and number changes won't increase their pick rates without changing how the add-on works. SpringTrap the first killer i know of that all of his add-ons are viable unlike Artist that only has like 3 viable add-ons to use.
Disagree. It's impossible to fix peoples attitude towards anything they don't like unless they're willing to learn from it. Didn't like the killer, map, found first, downed too fast, team hasn't touched a gen = go next and ruins the game for the other players. Players will always find something they don't like and complain about it and I doubt it's something that's even possible for the devs to fix on their end without risking destroying the games balance.
-3 -
Thank you!
To add this. If you want to avoid go next people/dc people.
Let them see the killer. They are going against.
Many of my friends have killers they absolutely will dc in cause they dint like their mechanics/ have fears of certain killers.
The killer can see the survivors and back out if thet see twitch players or to Many flashlights.
Survivors should be given the same mechanic.
Names should always be hidden to both sides to keep from screen peeking.
Again they pritext killers more then they do survivors. And again this is from a xeno killer main!.
The new mori mechanics is making no one wants to be a team mate. Ans render hatch and hatch offerings useless at this point.
Solo que cant tell if their is a hatch offerings big negative
Go back to killers have to ear their morries! They have a perk for that already! And its so easy to get!
Why is everythinf being given to killers and nothing to survivors in fact its taking more and more from survivors
-2 -
Has someone tested map offerings and can tell me how good they are now?
0 -
it's a flat 20% chance now and they don't stack if multiple players bring in the same map offering.
1 -
I know but how did it play it if you tested them.
Was it mostly that they did nothing or did you still get the maps most of the time?
0 -
Clarification. When it comes to accruing Go Next points, do they degrade at a rate of 1 point removed per 1 trial fully played out? Please advise. Just curious as I've seen some people confused.
I read it as it is a 1 for 1 exchange but I wanted to clarify. Thank you.0 -
Ok I'll elaborate.
The Finisher Mori (as it is now) incentivizes slugging for the 4k to get the free endgame Mori (especially for newer players who haven't seen every Mori animations countless times yet and haven't gotten tired of them, those are the kind of players that will flood live servers when the FNAF chapter comes to live) and it often results in one person bleeding out on the ground for ages until either the Killer finds & downs the last Survivor or 4 minutes pass and they die of bleedout, it's one of the most boring way to end a game possible and wastes everyone's time.
The new (PTB) change speeds up the process…but only if the 3rd Survivor is on hook and on 2nd stage, which means that slugging for the 4k is still not addressed and the most common thing is not tackled. People get slugged for the 4k way more often than getting hooked if the Killer wants the Mori or wants to win at any cost (circumventing Hatch entirely). It's gotten so bad that there's threads asking for a way to skip the Finisher Mori and/or for a way to bleedout faster.
It wouldn't be that hard to keep the Finisher Mori but make it into something healthy that rewards those that don't slug for the 4k and win the Hatch race without removing 4k slugging for those that merely want to secure the win/Adept: The Finisher Mori only becomes available if the last Survivor is on their feet (healthy or injured or Plot-Twisting, that last one is to prevent from trying to purposefully deny the Mori by using the perk right before the other dies) when the second-to-last Survivor dies by sacrifice, by unique Mori (NOT by bleedout) or escapes. Succeeding would grant extra BP for the extra steps and Hatch risk.
Making the Mori available when the 3rd Survivor is on hook and on 2nd stage basically changes nothing. People who want the Mori will still slug for the 4k (as it will still grant more time than hooking, even with the "Go Next prevention", which I fear may backfire with false positives) and everyone will still waste 4 minutes of their time. The goal isn't to remove things, it's to make things healthier and mitigate frustrating situations.
7 -
Can you please look at head on with the anti hiding changes. Crows deactivates this perk and the killer can just wait in front of the locker to easily grab you out of it as soon as the crows appear. This shouldn’t be a thing, especially when the crows appear faster.
6 -
If the killer knows you’re in a specific locker with head-on, they can just go completely to the side of the locker, mash the space bar, and strafe towards the locker. The survivor won’t be able to react to that with a head-on.
Also, if a killer knows you’re in a specific locker with head-on, do you think head-on should force the killer to wait a long time for crows to appear, and have zero counter play besides that?
-12 -
The counterplay for head on is to bait survivors to jump out and miss their head on. The crows shouldn‘t be a thing in this situation and especially not get buffed to make head on deactivate even faster. I‘m not talking about the anti hiding stuff, that‘s probably fine, but head on doesn’t deserve this nerf.
10





