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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

August 2025 Update

It’s honestly incredible—finally a buff for the poor survivors. In the next patch, I’m sure the killers will be the ones repairing generators, and the survivors will have to kill them .-.

I wonder what goes through the developers’ heads when they decide to add a buff like this, considering that a killer already has to constantly face a squad of several players, organized in voice chat, and still with the ability to rush generators endlessly—not to mention a bunch of other strategies and advantages they have. And now they’re removing the few tools killers have. They might as well just remove the killer role as a playable role altogether and leave an AI if they don’t want players playing as killers…

Give me your honest opinions and what you think the future holds for this game.

Comments

  • Ragna_Rock
    Ragna_Rock Member Posts: 207

    Soon its going to be Meg chasing you.

  • Phaliure
    Phaliure Member Posts: 6

    it's insane they even considered just not allowing you to kick gens. I guess we're all gonna have to play A tier and above if these changes go thru.

  • Ragna_Rock
    Ragna_Rock Member Posts: 207
    edited August 30

    Yes, lets crank those ghoul numbers up. If they weren't sick of it before its going to get a lot worse.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    I play both sides about 50/50 and I’m willing to give it a chance. I’m just tired of the incredibly toxic “us vs them” posts that have started popping up again. Hopefully those will be dealt with. Would be nice to be able to have a civil discussion about the changes.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I don't need to give a poop sandwich a chance to know it tastes like #########.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Look, if it sucks for killers when it goes live, I’ll be right there with you protesting this. We have no idea what this is going to really be like when it goes live. The only way to really know, objectively, is to see what happens to kill rates. If the kill rates go down, we’ll see killer players leave the game in large numbers again like they did before the 6.1 patch.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Lol. I don't need to actually play it to know, "You're not allowed to kill any survivors before six hooks. You're never allowed to hook the same survivor twice. Survivors have basekit, unlimited Unbreakable" is going to suck to play against.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788
    edited August 30

    considering massive amount of KR difference it would make, backlash buffs for killers too would be a stupid one

  • Jinxed
    Jinxed Member Posts: 250

    A couple of the changes sound really good. Like picking yourself up after 90 seconds is a good change, there's no real reason for someone to be slugged for that long.

    Base kit BBQ is also really great, it would be nice if they also added the BP bonus that BBQ used to have for spreading hooks.

    The rest of the changes feel like overkill to me to be honest...

  • crogers271
    crogers271 Member Posts: 3,259

    It'll be fine.

    I mean BHVR's probably going to flinch and walk back the changes, but if they actually go through it will be fine.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Hard disagree. I don't think BHVR will flinch, and I think it'll turn into a massive clusterfudge that has BHVR frantically trying to give killers compensation buffs that survivors will complain about for years. After all, they're still whining about .2 seconds removed from blade wipes after three years.

  • SnakePVP
    SnakePVP Member Posts: 103
    edited August 30

    You either play a s rank movement killer, sweat to win with little enjoyment, or you be a good killer and follow all the rules even with a M1 killer and maybe you'll get 15 seconds of haste after each hook. Sure you will get t-bagged at the door but at least you can end each game knowing you provided great enjoyment to the survivors. You just need to rp like your a npc in a haunted house and get enjoyment like that. Its not a competitive pvp game, but a fun party game.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,264

    Looking forword to the changes, or atleast trying them out before the changes-change lol. I also play both sides so i tend to play killer more "honorably" avoiding tunneling and avoiding slugging too many people at once or proxy camping. Im not saying i havent been in the seat against a toxic sabo squad or all 4 carrying flashlights and following you like they think you don't know they are there lol. Of course they are going to abuse this stuff. But for the general course of the game for casual players, all of this seems like a nice change. Who knows if the escape rate starts skyrocketing they might finally adress generator speeds etc for the first time in years. Basekit barbeque and pop is going to be great as every killer now gets extra perk slots to make up for all survivors getting 3 free perks..

    One big difference i noticed is they are now aknowledging speedy killers when it comes to basekit advantages as they said blight, kaneki, dracula etc will get a shorter bbq then others

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,383

    My question would be, if survs are getting a gen repair buff based upon a dead team mate, then shouldn’t they get a penality based upon how many gens are done if everyone is alive?

    Eg, 4 survs alive 3 gens done, shouldn’t progression slow down?

  • Firellius
    Firellius Member Posts: 5,469

    Good thing literally none of that is in the patch notes and it's just hyperbole you're convincing yourself of.

  • mecca
    mecca Member Posts: 562

    Oh no, a dev team is trying to make one side of the game just a little less miserable, finally. And have player agency for a change.

    I'm sure killers will be fine. You can't abuse a broken strat any more which is what I am reading.

  • jesterkind
    jesterkind Member Posts: 9,559

    Those gens already do slow down, broadly speaking- the killer has more pressure that late in the game, they've chewed through more resources to create more deadzones, they've injured and downed and hooked survivors to drag their teammates off gens, etc.

    The repair buff being proposed in this dev update is a safeguard against the killer securing an early lead that can't be overcome, and there is an equivalent of that on the other side but it's not related to how many gens have been done and how many survivors are alive, it's related to "did they all bring toolboxes specifically".

    For the record, should still be fixed.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,383

    And if they havent done anything? Eg a gen is done before you've even gotten a down?

  • jesterkind
    jesterkind Member Posts: 9,559

    That's pretty normal. You don't have much pressure at the start of the match- especially if survivors don't spread out, the first gen being done about the time you get a hook isn't necessarily a good start but it's pretty neutral.

    It's the future gens that go slower. You have a foothold to start forcing survivors to react, meaning they're stepping away from generators more.

    Hooks are slowdown, remember. One person is immobilised and another person has to come save them- go get in a chase at around the same time, and that's three survivors not doing gens for a short period.

  • UnicornMedal
    UnicornMedal Member Posts: 1,553

    The first 3 gens are typically safe to lose. They don't determine the outcome of the trial all that strongly.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,383

    And if they blow toolboxes they could have 2 done.

    So if i get a hook, i have to go find someone else so i don’t get a penality, and 3 survs can be on gens the same time and have no penality for it.

    Good comps will either use the 90 sec free up or hook stages as a way to gain gen time and they get no penality for it. Why should they it's good play. But as a killer going for a weaker player, (and you may not even be intentionally tunneling) you're punished for it.

    Someone paths poorly, they unhook infront of you etc.

    my next issue would be how im supposed to keep track of who i've just hooked if teams run the same cosmetics?

  • jesterkind
    jesterkind Member Posts: 9,559

    As I said, toolboxes are a problem. I think they should be fixed.

    When it comes to the rest, you're not punished for going for a weaker player. You're punished for killing the person who was last on hook, and you get less of a benefit if you kill someone before six hooks compared to now, but you can absolutely make the choice to chase a weaker player outside of those contexts.

    (As an aside, if they unhook in front of you, go for the unhooker…? They're vulnerable too, they're animation locked.)

    For same-cosmetic teams: There is an indicator for who was last on the hook, but yeah, that's always been kinda annoying and it will continue to be in the future.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,383

    If the weaker player is the last one hooked then they get a "get out of jail free card"

    Killers can be punished not for their own behaviour but for using a surv players weakness against them.

    I wasn't literally meaning in grab range, more that im still in close proximity to the hook and they go for it. Eg stupid play that now has no downside.

  • EinRaikou
    EinRaikou Member Posts: 49

    Adding agency to survivors, by taking away agency from killers. I never tunnel, and only slug in situations where someone is trying to go for a flashlight save or the like... but now im told I have to avoid killing someone before 6 hooks and I have to alternate hooks. And i have to avoid hooking certain survivors or im punished is adding so many restrictions to what is, arguably, the more stressful role.

  • cogsturning
    cogsturning Member Posts: 2,205

    It's not really taking agency away in comparison to, say, laying on the ground for minutes at a time. That's zero agency. The killer can still act, they just have to make choices now instead of mindlessly pursuing whoever they see.

    I don't tunnel or slug either and this will have little to no affect on me, as I already swerve on any recent unhooks I come across. And if I find one on a gen or performing an unhook then I'll just slug them. They can get back up, so agency restored, but they're down for the count while I go after others.

    The 6 hook states is almost definitely going to be lowered anyway. They also need to add a hook counter to killer, which seems likely with these changes.

  • EinRaikou
    EinRaikou Member Posts: 49

    In a game where, the killers objective is to kill, seems odd that there are restrictions around when and how you do that. Im well aware of what Agency is 'my dude'. These changes paint killers into a box into how and whwn they can do things, thus removing their ageny But then again I guess im not allowed to have an opinion on this?

  • ZeroEthics
    ZeroEthics Member Posts: 41

    Here's what I'll say about it. There are always Killer vs Survivor sided arguments. That will never stop, but in my humble opinion, this patch ends the argument. Only one side is being punished for 1) Completing their objectives too efficiently and 2) poor survivor play.

    If survivors received a permanent 25% repair speed penalty for completing Gens too fast, I don't think they would be so accepting of this style of update. What if every Survivor was permanently broken if you loop the killer too well? I like the idea of "incentivizing" specific gameplay, but this punishment system will be too easily exploitable, and punishes killers for good play.

    That's my hot take. I'm sure not everyone will agree and that's okay.