9.9.1 | Fake Patch Notes

XolfRiggler
XolfRiggler Member Posts: 13
9.9.1 | Fake Patch Notes r/deadbydaylight - 9.9.1 | Fake Patch Notes

 By XolfRiggler | Last Updated: 12/05/2026

Important

  • I genuinely think most of the changes would be healthy for the game
  • I really want feedback on any possible issues or what could be improved
  • In some case numbers are used to illustrate the concept and may need to be adjusted
  • Read the “Not a Dev Note:” for some insight in why I’m suggesting particular changes
r/deadbydaylight - 9.9.1 | Fake Patch Notes

Features

Unique Hook Rewards

  • Killer Power goes off cooldown/reloads.
  • Aura of survivors with less hook states revealed for 10s.
  • Speed boost 5% per unique hook for 30s, ends when survivor runs within 20m.
  • Generator with most progress loses 5% per unique hook.
  • MAYBE regress all gens? Or damage all gens after all 4 survivors hooked.

Tunnelling Reduction

  • When a survivor is on hook, survivors can see each other auras
  • Survivors gain Elusive for 30s after unhooked
    • No Collision
    • 20% Haste
    • Cannot interact with Items, Lockers & Pallets
    • Ends when interacting with Generator, Gate & Killer Item
    • Disabled in endgame
  • If a survivor is killed before 5 hook states gens permanently increase speed for each remaining gen.
  • MAYBE just a flat requirement?
    • 5% for each gen remaining, times each dead survivor (could be additive)
    • 5 gens 1 dead = 25% (30%) 4 gens 2 dead = 40% (30%) 3 gens 2 dead = 30% (25%) 2 gens 3 dead = 30% (25%) 2 gens 1 dead = 10% (15%)

Slugging Reduction

  • Survivors can pick themselves up after 2 minutes(half the bleed out timer)
    • Each time a survivor picks themselves up they can pick themselves up 100% quicker
    • 1st slug 2 minutes, 2nd slug 1 minute, 3rd slug 30 seconds
  • After recovering survivors can pick each other up. MAYBE in deep wounds?
r/deadbydaylight - 9.9.1 | Fake Patch Notes

Not a Dev note: I think BHVR had some okay ideas but were poorly executed and didn’t experiment with tweaking anything on PTB, obviously I think it can work.
The problem with Tunnelling & lesser extent Slugging, is often the best strategy
The problem with that is that it “feels bad”
Not only does it feel bad to be tunnelled out and finish playing before the other players
It also feels bad for the other 3 players that don’t really get to have a chase, or if they do its in a 3v1
IDEALLY each player would get to have a few chases each game
I think the solution is to make tunnelling & slugging viable but less often the best strategy, to do this:
1. Nerfing slugging & tunnelling (but not to the extent tested previously)
2. Buffing unique hooks to a point were they are viable and/or preferred by killers
This could have the side effect of making either killers or survivors weaker then intended
In this case Unique hook rewards could be adjusted, then gen & hook times may need to be adjusted
We need to find a balance where Uniqu hooks are worth it without making games too formulaic

r/deadbydaylight - 9.9.1 | Fake Patch Notes

Killer Updates

Nurse

  • Remove Aura while charging blinks
  • Reduce movement speed to 3.6
  • Increase blink recharge speed

Not a Dev Note: Aura reading perks are limited in design due to Nurse, removing aura reading while charging will at least partly help this. The movement speed & blink recharge is to make nurse slower than 4.4 killers while travelling in a straight line and make blinking always necessary to move around the map.

Blight

  • Reduce movement speed to 4.4 m/s while power is on cooldown
  • Breaking a pallet in power uses 2 additional tokens
  • Breaking a pallet while power is on cooldown uses 2 tokens

Not a Dev Note: I think this would be a better nerf than flat reducing movement speed to 4.4 or just losing tokens when breaking pallets, which are the 2 most popular community ideas to nerf Blight. Yes, I know they already nerfed Blight, but this is still a good idea in my opinion.

Huntress

  • When throwing final hatchet, play audio cue and remove lullaby
  • Move at 4.6 m/s while holding no hatchets

Hag

  • Move at 4.6 m/s when no traps are set
  • Press secondary action to remove trap at any distance

Not a Dev Note: I think its healthy for each killer to be able to move at 4.6m/s if you would like to see how I'd balance this on other 4.4m/s killers I'd be happy to share. Or if you have your own suggestions, I'd love to see them.

Unknown

  • When not looking at Unknown infection slowly increases, when already infected

Not a Dev Note: This may not be needed after just receiving a Buff.

Unknown -rework alternative idea

  • When looking at Unknown increase infection, when not infected
  • Must look away from Unknown to remove infection

Not a Dev Note: turning this mechanic on its head makes sense with the character and gameplay wise an actual buff, that might effect high MMR players more than low MMR players.

Cannibal

  • When increasing chainsaw sweep,  you can input to extend the sweep without having to time it perfectly

Not a Dev Note: Maybe not necessary, but it seems like an unnecessary thing to have to watch the UI and try to time, it is more meant a QoL change. Also makes it more beginner friendly which bubba has been historically

Trapper

  • Increase number of traps carried to 3
    • Some addons should maybe reduce number of traps carried
  • Increase size of trap hitbox
    • Make more clear the area trapped
  • Trapper needs a way to get traps without walking to the edge of the map:
    • Option1: Open Locker to get fill trap bag with traps
    • Option2: Press secondary action to get trap at any distance

Not a Dev Note: Trapper is overdue for some attention, but is a risky killer to buff, as he could get out of hand easily. Traps should be very clear where is trapped for both sides and traps should either be similar colour to the floor to make in harder to see or made to stand out to make it easier to see to make Trapper more consistent either way and easier to balance in future. The size of the trap and trap hitbox is increased for the same reason.

r/deadbydaylight - 9.9.1 | Fake Patch Notes

Items & Offerings
  • Items & Offerings are now shared between all characters, with the exception of killer addons
  • Map Offerings are now 25% and can stack
  • Offerings that are for one role have a paired offering with the opposite role
  • Killers are now able to bring up to 4 offerings

Not a Dev Note: Having a “shared inventory” will be easier to see what items and offerings you currently have. Map offerings have been problematic in the is being 1 of 5 players being able to decide the map, now all players can have a say but if any player brings a counter offering.

r/deadbydaylight - 9.9.1 | Fake Patch Notes r/deadbydaylight - 9.9.1 | Fake Patch Notes

User Interface -Menu
  • Add possibility to Queue for multiple killer
  • Add possibility to Queue for both roles
  • Add possibility to Queue for multiple game modes

r/deadbydaylight - 9.9.1 | Fake Patch Notes

Not a Dev Note: I’d prefer matchmaking to be more strict and this is one way this could be viable if people “flex”
The idea is if I queue up for 5 killers, I may be great with Wraith and terrible with Trapper so if matchmaking requires a strong killer, it will put me in as Wraith, and if it needs a weaker killer, it will put me in as Trapper.
This would also take the stress on having multiple queues while there are events on.
While providing feedback to the devs what modes, roles, killers people want to play.

Rituals

  • Change all Quests and Challenges to be “Rituals” to suite the game aesthetic

r/deadbydaylight - 9.9.1 | Fake Patch Notes

  • Streamline UI for overall rituals completed for Events & Rift Pass

r/deadbydaylight - 9.9.1 | Fake Patch Notes

  • Streamline UI for Milestone Rituals

r/deadbydaylight - 9.9.1 | Fake Patch Notes

 Not a Dev Note: UI is unnecessarily clunky and large, lots of times have to scroll when it should be unnecessary

 

TLDR: Basekit Kindred and BBQ Chilli, heavily incentivise Unique hooks, share Items/Offerings, Nerf Strong Killers, Buff Weak Killers, Allow Queueing for Multiple Roles/Events/Killers, improve Ritual UI

Tagged:

Comments

  • crogers271
    crogers271 Member Posts: 3,503

    It's been awhile since I've seen the 'fake patch' notes format.

    If I was in charge of BHVR, I'd take the path of making more frequent, but smaller changes. That's not how they work, where they seem to like to do things and then just let it go for years, but being we're in the realm of the hypothetical anyway, here goes.

    Anti-tunnel: I think the idea of anti-tunnel was one of the most necessary things to do, that they went way overboard on.

    My preferred choice would be hiding the unhooks and let that run for awhile.

    If that isn't enough, we do the gen progression bonus on losing a survivor. I think this should be more tied to killer progress than survivors, how many hooks have been achieved vs how many gens have been done.

    I think on things like Elusive on unhook they should either leave it the way it is, and we accept the possibility of tunneling AND the survivor body blocking, or we go in the opposite direction and make the unhooked survivor a spirit who can neither body block or be tunneled. I think the only way to do it is go all the way on that.

    Anti-slug: That would be fine.

    I don't remember who I saw suggest it, maybe multiple people, but I like the idea of downed survivors being able to do something like repair gens/cleanse totems at a slower rate. Something that makes the state of being downed have more choices than it does now (make being slugged more interesting and engaging instead of just less frequent, as its very hard to define the game around it not existing).

    Nurse: I'd just do the aura remove and then reevaluate (well, I'd rework her entirely, but presuming that's off the table).

    Huntress: I don't think she needs a default speed boost at zero hatchets as it reduces the decision making of when to go for a reload. The audio cue, yeah, being we've been getting rid of tedious counting mechanics (i.e. displaying the hook count per survivor) I think that's fine.

    Trapper - the 3 default traps, and the idea of some addons reducing the number of carried traps is a good one. I think evening out addonless Trapper and best addon Trapper is a good starting place.

    Clarity on the trap zone is also good.

    I don't think the area the Trap impact needs to be expanded. If you look at things like Basement Trapper expanding the area could create a huge problem.

    -Basement Trapper shows one of the inherent issues with buffing Trapper, once Trapper sets up in a strong position (right now really only possible in the basement) its very hard for anything but a coordinated SWF to do anything about it. If you make creating such zones too easy (larger trap zones, ranged pick ups, etc.) he could be way too strong. I know it seems strange to say that about one of the weakest killers in the game, but if his power was overtuned we're right back in Skull Merchant territory.

    I think the picking up of traps is part of his character and just think there should be a basekit way that traps which have never been interacted with will arm themselves (not my idea, but again forget who I saw suggest this). But if it had to be done, lockers over what feels like adding some sort of mystical element to his character.

    No opinion on the other killers.

    Offerings: Four offerings per killer? I get where this is coming from, but we'd need to rework the offering idea entirely for this to make sense (which I'd be supportive of, but is probably never going to happen).

    Multiple killer que: I'd need to know more about how their matchmaking works under the hood. My presumption is that I don't think this would make much of a difference.

    UI: no strong feelings, but I like the current more than the proposed, but I liked tomes more than either.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,967

    I like that you laid out all of these ideas out. It’s always nice to have feedback so detailed. Even if everything doesn’t get used, they can pick out what works and what doesn’t ☺️

  • Mrpugalug916
    Mrpugalug916 Member Posts: 47

    How Much anti tunnel and anti camp do you need? Its already 15 seconds of haste and endurance off hook even before perks that further increase this. Good survivors abuse this and bad survivors still dont use it effectively but they balance the game off of survivors who dont even look at the HUD during a match. Like bro when they buff survivor they nerf killers at the same time. Just stop

  • XolfRiggler
    XolfRiggler Member Posts: 13

    thanks for all the feedback, also appreciate the compliments

    I agree I like smaller changes with tweaks more often

    I think they were really onto something with some of the changes they suggested but didn't try tweaking things when it wasn't right, it honestly might not be viable to have any more anti tunnel, but i think we might of known that for sure if they tried some different values on the PTB

    I would like to make it so the anti tunnelling can't be used aggressively to bodyblock etc

    thanks for all the other notes too, thanks for reading it so thoroughly, i love discussing this stuff

  • XolfRiggler
    XolfRiggler Member Posts: 13

    thankyou!

  • XolfRiggler
    XolfRiggler Member Posts: 13

    this isn't just trying to improve antitunnel but more make it less necessary by providing unique hook rewards that are actually worth it

    my intentions to stop it being used aggressively by making it so they cant interact with lockers, pallets, flashlights etc
    and make sure they cannot "tank hits" for other players, I'll have to make this more clear next time I do something like this

    and honestly I don't know if this would help killers more or survivors, because it fundamentally changes the macro gameplay
    this is why I make sure to mention that numbers would have to be adjusted until its balanced or even change hook times or gen times

  • XolfRiggler
    XolfRiggler Member Posts: 13

    I don't think it makes Cannibal braindead

    Bubba has always been a great beginner killer and it really seems unnecessary to watch the tiny red bar to time it perfect

    I agree he is on the weaker side but disagree about massive buffs,
    atleast according to epidemy the small buff to sweep movement speed, buffed him more than he should've been

    I appreciate the feedback either way

  • crogers271
    crogers271 Member Posts: 3,503

    I would like to make it so the anti tunnelling can't be used aggressively to bodyblock etc

    It's not easy to do.

    Generally, from a game design perspective, you don't want to just direct players on how to play ('you've been unhooked, now you run away'). Ideally, you create a series of pros and cons that are always in flux so that the right decision is never perfectly clear (DbD, again generally, does this really well outside tunneling and is part of the reason for the game's long lifespan).

    On top of that, for the sake of new players, adding in new conditions is never great. So putting something like quadruple length mending off a body block basekit BT hit would probably be very confusing.

    Additionally (cause there are lots of issues), you have to figure out a way to get the game to determine when a hit is done for anti-tunnel vs bodyblocking. We've seen this with other mechanics (AFK quick detection) that determining player intent can be difficult (or, at a minimum, BHVR isn't great at it).

    That's why I think it is has to be a decision that leaves agency to the players. If players have protection after being unhooked (and its silly that there was a time they didn't), well then its up to them how to use it. Alternatively, if you don't want them to body block, take tunneling off the table entirely. I think the 'semi-spirit' state they went with was about the worst way they could address it, but they really wanted to maintain the illusion of killer agency (while making tunneling so unattractive that no one would do it) while getting rid of survivor body blocking off hook.

  • XolfRiggler
    XolfRiggler Member Posts: 13

    I agree, its not easy to do

    yes, you don't want to force players to play a certain way, but i think guiding them is good especially for new players

    i don't think quadruple mending sounds good at all, i don't understand this point?

    also what you said about anti tunnel vs body block, i don't think is relevant if the killer swing literally goes through the elusive survivor it cant do damage to tunnel target and and it cant body block for aggressive play

    i think after looking at feedback i would keep something similar to what I said but reduce the length, i'm writing some new patch notes soon to see if i can strike a good balance.

  • XolfRiggler
    XolfRiggler Member Posts: 13

    I think that leatherface has been known as a beginner killer as it is attractive to new players to one shot players without the dificulty of billy

    i still think he is considered new player firendly and part of that is what has made the sterotype of "baby bubba"

    epidemy might say my idea is terrible
    thats okay we can disagree (it wouldnt effect him in the slightest cause it should be complete second nature to him)
    i was bringing up epidemy thoughts to show that he doesnt need "massive buffs"

    your buff idea might be great, im not sure if it would be over the top or not, honestly i don't know well enough how much it would effect him

    i think even if you buff idea is perfect, there is no reason not to remove the token use timing for new players, there is still other ways for skill expression from hugging loops tight or threatening a saw by keeping your saw a 99% or 1% to fake out players one way or the other

  • crogers271
    crogers271 Member Posts: 3,503

    i don't think quadruple mending sounds good at all, i don't understand this point?

    Sorry, I've been in a bunch of these so I'm trying to summarize arguments in relation to not being able to body block. Basically, making it bodyblocking less viable but still can be hit, requires putting some type of condition or mechanism into the game that makes it less viable. Concrete ideas on how to do that though usually end up sounding silly or have implementation problems (see below).

    also what you said about anti tunnel vs body block, i don't think is relevant if the killer swing literally goes through the elusive survivor it cant do damage to tunnel target and and it cant body block for aggressive play

    Can the killer hit the survivor or not? I'm not sure what you mean by No Collision, but when BHVR has used that term they mean the survivor and killer can run through each other, but the killer can still hit the survivor.

    If its the killer can hit the survivor, you still have survivors timing body blocks or one just running on top of the other (because no collision) that cause issues with how DbD (or potentially any game) detects hits, which was one of the things that caused issues in the PTB. Beyond that, for any killer with a range attack the survivor can still, relatively easily, serve as a body block.

  • XolfRiggler
    XolfRiggler Member Posts: 13

    The intention is for killer and elusive survivors to not interact at all.

    So they don't get hit, they don't take damage, so they can't take a hit for others

    Maybe that's not practical code wise

    Maybe there is another issue I'm not seeing

    But I think it should work

  • Wezqu
    Wezqu Member Posts: 1,611
    edited May 16

    I don't disagree on your other points but still Singularity and Krasue you are quite oddly attributing their player amount to their "autoaim". Singularity is not played that much because its one of the most demanding killers to play well and have a lot more macroing going on like where to place his bods around the map. Still he is one of the strongest killers if you know how to play him and those that are good with him win most of their matches. People playing Krasue has also nothing to do with her "autoaim". She is not played that much because her gameplay loop is not really that engaging or fun. Her "autoaim" is noway a problem.

  • crogers271
    crogers271 Member Posts: 3,503

    So they don't get hit, they don't take damage, so they can't take a hit for others

    Maybe that's not practical code wise

    Code wise, that shouldn't be an issue at all.

    You're calling it Elusive, which is a term they use for other things, which makes it a tad confusing, but fully intangible survivors shouldn't be hard to do.

    Maybe there is another issue I'm not seeing

    Well, BHVR doesn't want to do it is the main sticking point. This idea has been around for a long time and I don't think they've ever entertained it. Even with the anti-tunnel ideas at their most extreme they seem to think that it is an absolute necessity that a killer could tunnel, even if they make it really, really unappealing.

    A few reasons why potentially:

    1: Worry that survivors would just taunt the killer, chasing them around while being untouchable, ruining game feel

    2: The above, but done by a SWF to call out the killer spots (I don't think a huge worry with a reasonable time frame).

    3: A belief that tunneling has to remain a core concept of game design.

    Me, I don't have a problem with body blocking, but I'd also be fine with them going to this, but this seems to be a no go design for them.

  • XolfRiggler
    XolfRiggler Member Posts: 13

    they brought in elusive in for the antitunnel but then cancelled/postponed the antitunnell changes then used it on a couple perks, i'd say to keep it away from perks and ONLY use it for antitunnel purposes

    with these changes tunnelling would be still possible but it wouldn't be the clearly best choice like it is currently

    and the no collision/interaction is meant to disincentivise the survivor to play aggressive