What do you think about the upcoming changes?
- GAME INFO
By PeanitsLast Updated: 3:55 pm
The next update features an especially large number of Perk tweaks & reworks on top of our usual Killer tweaks & new features. In this post, we’ll dig into each of the changes and share our reasoning behind them.
- [NEW] The Killer can now perform a Mori on the final Survivor without using an Offering.
- [NEW] Objects obstructing the camera during the Mori animation will fade away.
- [REWORK] Memento Mori Offerings have a new effect: Gain a large Bloodpoint bonus when performing a Mori on the final Survivor.
Dev note: When the Finishing Mori system was tested previously, many found it and the surrounding gameplay changes to have too large of an effect on the match. We have scaled back this system to better suit what players expected from it: Killers now have the option to kill the final Survivor if they so choose. This will provide some visual flair and create a satisfying end to a match.
Since this change would make Memento Mori Offerings obsolete, we have reworked them to instead reward the Killer with a large amount of Bloodpoints (based on their rarity) when a Mori is performed.
We have also added a new mechanic which hides nearby objects when a Mori is happening to prevent rocks, crates, and other things from rudely standing in the way so you can see these kills in all their glory.
Survivor Perks
- [NEW] This effect will linger for a few seconds when out of range. Re-entering this range before the linger time expires will maintain the effects.
- [CHANGE] Increased range to 8/12/16 meters (was 12 meters).
- [REMOVED] Teamwork: Power of Two no longer has a cooldown (was 180/160/140 seconds).
- [REMOVED] No longer deactivates when either Survivor loses a health state.
Dev note: This Perk grants a speed boost to both Survivors after healing as long as they stick together. This alone is pretty conditional, so we have removed the cooldown entirely and removed the added deactivation clause to simplify the Perk and make it feel better to use. We’ve also increased the range slightly to make it a little easier to maintain.
- [NEW] This effect will linger for a few seconds when out of range. Re-entering this range before the linger time expires will maintain the effects.
- [CHANGE] Increased range to 8/12/16 meters (was 12 meters).
- [REMOVED] Teamwork: Collective Stealth no longer has a cooldown (was 180/160/140 seconds).
- [REMOVED] No longer deactivates when either Survivor loses a health state.
Dev note: We have given a similar treatment to Teamwork: Collective Stealth: Healing and staying near each other is already quite the demand, so we have removed the unnecessary cooldown and health state conditions. The range will match other Teamwork Perks for consistency.
- [CHANGE] Now applies to Survivors within 8 meters (was cooperating on the same action).
- [CHANGE] Prevented failed Skill Checks now become Great Skill Checks (was Good Skill Checks).
Dev note: Corrective Action previously only prevented progress lost from other Survivors’ missed Skill Checks. This could be great when playing with a new friend, but not very useful for more experienced players. We have changed the result to a Great Skill Check to provide a marginal progress boost whenever the Perk activates, giving it some value in higher end matches.
- [CHANGE] Increased aura reading duration to 6/8/10 seconds (was 3/4/5 seconds).
- [REMOVED] Removed range requirement.
Dev note: This Perk previously required you to be within 32 meters of the Survivor who loses a health state, meaning you would often know where the Killer is anyway. We have removed this condition: This will make Inner Focus a useful tool for keeping track of the Killer’s whereabouts regardless of where they are in the map.
- [CHANGE] Increased healing speed bonus to 150% (was 100%).
Dev note: Survivors aren’t left in the dying state often, so we want to make sure this Perk is effective when the situation arises.
- [REMOVED] Endurance effect no longer needs to be activated.
- [NEW] Added a 30 second cooldown to the Endurance effect.
Dev note: The Endurance aspect of the Perk made the Perk overly complicated to make use of, so we have replaced this with a cooldown instead. This cooldown only applies to the Endurance effect, not the healing speed increase.
- [NEW] When you first start repairing a generator, see the Killer’s aura for 6 seconds.
- [CHANGE] Increased duration to 10/12/14 seconds (was 6/8/10 seconds).
Dev note: To make Poised more appealing, we’re introducing a new effect in addition to the original one: When you first start repairing a generator, you’ll see the Killer’s aura. This will help keep tabs on where they are throughout the match.
We’ve also increased the duration of the original effect to help you cover more ground without leaving tracks.
- [CHANGE] Blood Rush now activates for 40/50/60 seconds after being unhooked (previously activated permanently when you were one hook away from death).
- [NEW] Blood Rush now deactivates upon performing a Conspicuous Action.
- [NEW] Blood Rush now deactivates when the exit gates are powered.
- [REMOVED] Blood Rush no longer heals or provides the Broken Status Effect.
Dev note: This Perk had a lot of effects and an equally strict set of conditions. We have simplified it to focus on the Exhaustion recovery which tended to be the main appeal for the Perk.
To allow this effect to happen more often, Blood Rush now activates for a set duration after you are unhooked. Killers will want to be careful not to chase Blood Rush users after they are unhooked since they will be harder to catch. This effect will be disabled if the Survivor performs a Conspicuous Action or if the exit gates are powered.
- [NEW] When chased, see the auras of other Survivors.
- [NEW] Quick Gambit now has a 60 second cooldown upon losing a health state.
- [CHANGE] Reduced repair speed bonus to 3/4/5% (was 6/7/8%).
- [REMOVED] Repair speed bonus no longer has a limited range.
Dev note: Quick Gambit previously required Survivors to lead the Killer toward the generator in order to get any benefit. This was very risky and often resulted in the Killer chasing those Survivors instead. This Perk no longer has a range requirement and now shows the auras of other Survivors so you can do the opposite – keep the Killer away from them!
To balance this out, Quick Gambit will now go on cooldown upon losing a health state, making it more challenging to keep active and providing the Killer a way to play around it.
- [REWORK] Distortion no longer has tokens and instead deactivates once used until the next time you are chased.
- [CHANGE] Increased duration to 8/10/12 seconds (was 6/8/10 seconds).
Dev note: Distortion counters a lot of Perks & Add-Ons. The token system and recharge mechanic makes Distortion far too effective and allows Survivors to go unseen for the entire match.
To limit its effectiveness, we have removed the token system and made it so Distortion only reactivates upon being chased. We have extended the duration slightly to help account for longer aura reading effects to compensate.
- [CHANGE] Now suppresses grunts of pain and pools of blood as long as you are in the locker. This effect lingers for 30 seconds after exiting the locker (was 10 seconds after entering).
- [REMOVED] No longer reveals Survivors or generator auras.
Dev note: Lucky Star’s short duration often meant it would wear off before the Killer left the area. It will now stay active as long as you are in the locker and linger for a set duration after you leave.
Killer Perks
- [REWORK] Anytime a Survivor loses a health state, they suffer from the Exhaustion for 6/7/8 seconds.
Dev note: Genetic Limits previously affected Survivors who healed, which often lead to the Exhausted effect expiring before they could be chased. It will now apply to Survivors who lose a health state instead, but with a shorter duration. This will provide more consistent value, though skilled Survivors may be able to outlast the effect.
- [REWORK] When a Survivor performs an unhook, their healing speed is reduced by 30/40/50% for 30 seconds.
Dev note: Leverage used to gain strength as the match went on. This made Leverage ineffective early on, often only becoming effective when the match was nearly won anyway. We have reworked it to be much simpler and provide consistent value. Leverage now discourages Survivors from healing directly under the hook.
- [REWORK] THWACK! now starts with 3 tokens. Gain 1 token upon hooking a Survivor. When breaking a pallet or breakable wall, consume one token and cause Survivor within 24 meters to scream and reveal their location for 3/4/5 seconds.
Dev note: THWACK! used to only activate once per hook, leading to it often being wasted. By introducing tokens, Killers can store these uses for later and potentially use it more than once in a chase.
- [CHANGE] The most recently damaged generator becomes Compromised.
Dev note: Machine Learning previously required you to damage one generator to activate it, then another to Compromise it. This made it awkward to use. To simplify this, the most recently damaged generator will always be Compromised. Only one generator can be Compromised at a time.
- [REMOVED] Deathbound no longer has a distance requirement to activate.
- [REMOVED] Deathbound no longer has a duration and instead deactivates when the healer is hooked.
Dev note: This Perk’s range condition made it inconsistent to use. To simplify it and give it a nice boost in strength, we have removed both the range requirement and the duration.
- [REWORK] When a Survivor is within 6 meters of a dropped pallet within 16 meters of your location, their aura is revealed for 6/8/10 seconds.
Dev note: Revealing pallets and windows was much less useful for Killers than Survivors since the Killer is present every time a pallet is broken. We have reworked this Perk to instead reveal Survivor auras near dropped pallets. This will provide some useful info during a chase and allow for some interesting mindgames.
- [CHANGE] Now applies only to the first Survivors who stops repairing a generator.
- [CHANGE] Increased duration to 40/45/50 seconds (was 35/40/45 seconds).
Dev note: Dead Man’s Switch provides a very powerful effect but can sometimes get out of hand when combined with other Perks. We have changed it to activate only on the first Survivor who stops repairing to limit how powerful it can be and increased its duration to compensate.
- [REMOVED] Blood Echo no longer has a cooldown.
- [CHANGE] Reduced duration to 20/25/30 seconds.
Dev note: Blood Echo previously had a long cooldown. This felt unnecessary since the requirement of hooking a Survivor itself spaced out its activations. This has been removed, allowing the Perk to activate more frequently, and reduced the duration slightly to compensate.
- [REWORK] The last 3/4/5 vaults which Survivors rush vault are blocked by The Entity. This lasts until the hex totem is cleansed.
Dev note: In vault-heavy areas, it was possible for Survivors to outlast the effect by linking together multiple windows. Going forward, the most recently vaulted windows will be blocked until the hex is cleansed.
- [REWORK] When a Survivor escapes a chase, reveal their aura for 6 seconds. This Perk then goes on cooldown for 60/50/40 seconds.
Dev note: Predator has always caused mixed feelings; some feel like tighter scratch marks make tracking easier, others find it makes finding Survivors harder. We have given this a new effect which will be more useful for all.
Those struggling to keep track of Survivors will find Predator handy for giving them a second chance, meanwhile more experienced players may find some use by intentionally breaking chase.
Killer Updates
- [CHANGE] Decreased Hindered penalty when scanned by a drone to 5% (was 10%).
- [REMOVED] The Skull Merchant no longer gains Haste when scanning a Survivor.
Dev note: These two effects combined to create a huge speed difference between the Killer and Survivors. We have removed one and toned the other down to a fairer level.
- [CHANGE] Reduced number of drone scan lines to 1 (was 2).
- [CHANGE] Drones are now always in their active state.
- [CHANGE] Drone scan lines are now invisible beyond 16 meters.
Dev note: Being unable to see drone scan lines made them very difficult to play around accordingly. Scan lines will now always be visible when nearby and invisible when out of range. Additionally, we have reduced the number of scan lines per drone to allow for more counterplay.
- [CHANGE] Decreased time before Overdrive starts to dissipate to 8 seconds (was 15 seconds).
- [CHANGE] Decreased Overdrive movement speed to 11.5m/s (was 13m/s).
- [CHANGE] Decreased Overdrive charges gained while revving and sprinting to 1.5/second (was 2/second).
- [CHANGE] Increased Chainsaw missed attack cooldown to 2.7 seconds (was 2.5 seconds).
Dev note: It’s been great seeing The Hillbilly’s rise in popularity! Now that he’s had some time to settle, we’ve identified a few aspects of his new Overdrive mechanic that could use some fine tuning.
Overdrive tended to kick in very frequently, staying active for a large portion of the match. These changes will make the Overdrive mechanic a little less common and provide less of a speed boost when it is active.
We’ve also increased the missed attack cooldown slightly to make it harder to follow up a missed Chainsaw with a basic attack.
- [CHANGE] Increased Victor’s cooldown when crushed to 20 seconds (was 15 seconds).
- [CHANGE] Increased cooldown after Victor downs a Survivor to 3.2 seconds (was 2.7 seconds).
Dev note: Following their update earlier this year, The Twins saw a sharp increase in lethality. To keep them in check, have slightly increased how long it takes for Victor to recover after downing a Survivor. We have also slightly increased how long it takes for Victor to become available after being crushed by a Survivor to make it more impactful when a Survivor manages to pull it off.
- [NEW] HUD update to display Teleport cooldown & Hallucination spawn time.
- [CHANGE] Movement speed now decreases sooner when charging your Power.
- [CHANGE] Increased teleport recovery speed by 15%.
- [CHANGE] Adjustments to Blurry Photo and Vanishing Box Add-Ons.
- [CHANGE] Improved visual and audio feedback when using UVX.
Dev note: We tend to revisit Killers a few months after they release and see if they need any balance changes. It turns out The Unknown is already in a pretty good spot and is well liked by players, so that makes our job easy this time around!
Tapping the Power button can postpone a Hallucination from spawning, but to a Survivor it appears as if you’re about to launch UVX. This forces Survivors to constantly dodge and lose distance without slowing down the Killer. We have reduced the window before the Killer slows down while charging their Power. This will make it harder to tap the Power button without slowing down while focusing on a chase.
We noticed that the Blurry Photo Add-On is a fan-favourite, so we have incorporated part of its effect into the basekit and toned it down to compensate. This will allow more freedom to experiment with other Add-Ons without missing out. We have also toned down the Vanishing Box Add-On which was on the stronger side, by adding a tradeoff increase to Hallucination spawn time.
Lastly, we’ve improved the VFX and SFX when using UVX (that’s a lot of X’s). This doesn’t affect balance, but will make it clearer to newer Unknown players that hitting Survivors with the blast is how you apply Weakened and deal damage, not with airborne hits.
Comments
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Hot take, but I like it
4 -
Almost all changes good except SM overnerfed and Unknown changes are also meh (Teleport is already the most powerful part of his kit and UVX feels unrewarding and they buff teleports and nerf UVX). Also Finishing Mori is trash idea from the beginning (it only creates even more slugging)
8 -
good stuff
2 -
SM is overnerfed other changes okey
10 -
Horrible.
ANOTHER FREDDY-NERF
(Dead Mans Switch no longer triggers when you fake a teleport at a generator for a 2nd, 3rd or 4th time). So its basically a perk for every random killer, not for a unique killer design.
Currently, you hook a survivor at the Pain Res, the gen gets blocked. Then, you fake a teleport to another one which also gets blocked if the survivor on it is scared. It had at least a bit of Skill Expression.
Now its braindead and usable for every killer without strategy.I SWEAR TO GOD: THESE DEVS ARE DESTROYING EVERYTHING WORTH USING ON FREDDY (!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!)
16 -
Agree with the dead man switch part, it’s also bad for Sadako even tho it didn’t work well anymore since they introduced TV auras
9 -
I don't think they went far enough with the Billy changes. Hens who is a prolific hillbilly player says he's still an S tier killer and this won't change much. I don't think S tier killers should exist.
18 -
So am I correct in thinking that distortion will now be exclusively used to counter I'm all ears? There are so many perks now, are there any other aura perks that would trigger in an active chase? Not counting accidentally running in front of a totem with undying active.
10 -
PTB Unknown’s staring mechanic still doesn’t actually require staring.
Survivors get a 1.25 second buffer after looking at the Unknown, and there isn’t a minimum amount of time they need to look at the Unknown for the buffer to happen.
This means a survivor can quickly flick their camera to the Unknown once a second, and get 100% uptime of staring, even though they are actually spending more time looking away from the Unknown, than they are staring at the Unknown. This also means that if the survivor briefly sees the Unknown through a small hole in a wall, they still get a full 1.25 seconds of reveal time.
The buffer should require for the survivor to be staring at the Unknown for a minimum amount of time (i.e. 1.5 seconds) before the buffer is allowed to happen, so the staring mechanic actually encourages staring.
7 -
Won't the Finisher Mori just encourage slugging for the 4k? It's going to make people not want to be part of the final 2 in a losing match. Slug survivor, find last one, hook them, then automatically mori the person you left slugged.
19 -
I'm not the biggest fan of playing against Skull Merchant, but I do enjoy playing as her. I feel like these changes go a bit too far, and she won't really have a power.
Other than that, good changes overall
7 -
Distortion is dead now and in the meantime they keep adding other aura related perks
12 -
To clarify, Distortion recharges by being chased. It's not active only while you're being chased.
For example, Distortion can block your aura from being revealed by BBQ, then it deactivates. The next time you're chased, it will reactivate and stay active until it blocks your aura from being revealed again.
13 -
Well, killers can also do that now. Besides looking for the last survivor without any aura reading is painful
7 -
20 sec cooldown on crushed Victor without any buffs + 0,5 to crush him. Twins are dead lol. I'm done with learning killers in this game.
12 -
seems alright, still don’t like morris only being BP offerings now. We’ll see how much they give though maybe it’ll be good
1 -
It's a lot of changes and at least for the killer perks I don't know enough about many of them. DMS looks good, Crowd Control as well, Zanshin…. idk, reads op but I don't know how it plays out in game.
As for surv perk changes; I suppose during the 2v8 event it was decided that killers shall always know where a surv is if they wish to know where a surv is. The only perk to reliably counter with Distortion is Lethal. Given the plethora and arbitrariness of aura read perks any other occasional aura block you might be lucky to get is inconsequential. Read: not worth to equip Distortion anymore. (If you get screwed by Lethal equipping OTR is still the better option.)
Curious to see where the teamwork changes lead. - Really like the WGLF change.
Quick Gambit has the potential to be broken af when paired with endurance.
Killer changes…. no matter how much they change Skully; at this point I'm inclined to believe it's the base concept that just doesn't work.
Billy changes… the rework made him kinda busted - but this might be going a bit too far in the other direction. Will see.
Twins and unknown… can't tell, don't play or encounter those killers enough to say.
10 -
Yeah they really said F those 3 twins players in particular. 😭
6 -
Nothing new. More power to SWF . Quick Gambit is absolute ridiculous. Imagine 4 Quick gambits. EVERYCHASE, EVERYTIME 5% more repair speed.
Aura reading is totally out of control and. Poised is horrendos too, how supposed to do killer to counter that?
Genetic Limits, just to counter dead hard
Every killer perk still horrible to use, and insane buffs to survivor perks again. Quick Gambit is a joke.5 -
I'm really excited to try out Zanshin Tactics and Deathbound
1 -
Does that mean it will sometimes feel like infinite tokens in chases? If I try to use the new Predator perk against a Distortion user, are they literally just going to have a token available every single time Predator can activate?
And it looks like Distortion will still suppress scratch marks, which means a Predator user is going to feel super awful against a Distortion user.
4 -
There are too many changes to get a clear picture.
I don't like the Skull Merchant but it looks it's as good as dead now.
For the rest, I'll check a couple of inventive streamers to see their opinion on this.
And it's only the PTB: it can still change.
6 -
These perk changes are fire though, shoutout to BHVR.
0 -
Yes, they do that now and I hate it. Hence I don't want to see an increase
4 -
I’ve gotten to the point where I’m so overly paranoid about trying new play styles because any time I have they’ve gotten nerfed LOL (my timing is somehow always bad in this game)
im gonna go back to vanity mirror myers with stealth build and pig meme builds7 -
Thank you for the clarification.
0 -
Forgot to add, not sure how I feel about Twins being punished for using their power correctly and getting downs with Victor
7 -
At this point the upcoming rework is our only hope, dear friend.
8 -
yes, assuming you’re in chase long enough for them to get it back it makes predator useless against that survivor
2 -
Zanshin Tactics kills all mindgames. Whoever thought this is a good idea has no idea how a chase and a mindgame works.
18 -
Absolutely the same situation. Like they need to nerf/change Artist and Blight to me throw killer role entirely, because Vecna seems like will be nerfed soon and I'm afraid to waste time on him. I started to play as survivor main back in the day, I will end up like survivor main seems like.
4 -
Is it serious that starting a chase accelerates everyone's Gen speed by 5%? If all survivors bring this to the table, the GenRTA will accelerate even more. ,,
6 -
Troubleshooter came in chat
1 -
Pretty much 🤷🏼♂️
0 -
he has a 3% pick rate LOL 😭
1 -
Not crazy about mori offerings being another way for killers to gain BP on top of what they already get base. Most simply use pudding anyway.
Distortion getting gutted on top of two additional aura reading perks.
The dev notes assume Zanshin would lead to more winnable mindgames but let's be honest...the majority of pallets have clear LoS and favor killers anyway. If anything it makes jungle gyms and shack more manageable.
I don't understand the need for Blood Rush to get Conspicuous Action or end game restrictions.
11 -
Blood Rush is being changed to an anti-tunnel perk like DS and OTR where it provides a bonus after each unhook, but doesn't work after the gens are done since at the point it's a free for all to escape.
6 -
That Distortion change makes it useless with how many aura reading perks/add ons are in the game. There had to be some sort of middle ground nerf they could've gone with instead of the overkill nerf it's getting.
17 -
Survivor perks should benefit survivors, yet Distortion now just benefits killers. Killers can use their multiple aura reading perks to consistently find everyone else, and just let the person/s trying to actually counter their perks come directly to them. It makes trying to counter their aura perks in the first place pointless. You have to throw yourself at them anyway. Distortion now pretty much only counters LP.
Also any chance you could expand on Poised? Is it every time you touch a gen for the first time?
16 -
So we're deleting distortion from the game, adding a couple other ways for killers to see survivor auras, and not touching any existing aura perks for at least a couple months yet.
That sounds like a terrible idea on paper.
Also, crowd control can effectively block every vault location on some maps. Midwich has I think 5 vaults total, and Gideon has 6 or so.
20 -
That's something that needs a separate solution
1 -
I forgot to add that part of the reasoning to Distortion was prolonged hiding from the user. Comes off as punishing a playstyle rather than balance sake.
5 -
The intended behaviour for Distortion is that it would recharge when a chase starts, not continually refresh while you're being chased. So in this case, unless you reveal their aura in some other way during the chase, it would counter Predator. Though Predator would leave them defenseless against any other aura reading effects afterward.
4 -
maybe have stacks that you get one after every chase but start with 1/0? I’m just spitballing here idk
1 -
Claw traps yes, scanning no.
1 -
I think the dev update is overall good. I like that skull merchant gets some nerf, that’s honestly my highlight.
Here are some of my thoughts:
Spoiler Warning
Great:
Team work perks (I would maybe remove the activation condition and make that you always have it in a 16m range to another player), Deathbound, Hex Crowed control, Skull merchant nerf (from someone who hates her)
Good:
We are gonna live forever, Quick gambit (It does not need the compensation nerfs), Lucky Star, Genetic limits (please leave its old effect as a part of this perk), Zanshin tactics (please leave its old effect as a part of this perk), Blood Echo (does probably not need the compensation nerf), Predator (wanted something different like seeing the aura of scratch marks through walls, still it is a better perk than before), Edit: Inner focus
Bad:
Dead man’s switch will be far too bad and using it on killers like Freddy and Sadako with mindgame addons was fun while it lasted.
Mori offerings become bloodpoints offerings
Distortion got overnerfed and I predict that aura reading perks will get out of hand soon
The buffs will change nothing:Corrective Action, Poised (I would make that your scratch makes are always hidden near a completed generator)
Don‘t know yet:Blood rush, Leverage, Thwack, Machine learning
No opinion: Billy, Unknown and twins, Finisher mori3 -
I think it's been removed entirely based on the dev note.
1 -
The whole idea of engaging in chase doesn't sound good. For example, currently Scratched Mirror Myers completely counters Distortion. But given the hit and run nature of the addons it's constantly making it harder to ambush survivors since they'll lose a token and be more on their toes to run.
4 -
It’s sad that the awesome Mori animations will basically be very rarely seen now.
I am a little worried about Leverage as won’t it just encourage tunnelling knowing if you return to the hook your more likely to find an injured survivor, and let’s face it people are still going to insist on trying to heal under the hook. I wish solos would go somewhere safe to heal but don’t seem to even with basekit haste after unhook.
2 -
I hope so, that is the most annoying part of her kit.
0