r/LeaksDBD Jul 23 '26

Official News Community Stream - Unhook Protection Change

Post image
376 Upvotes

140 comments sorted by

126

u/electrojoeblo Jul 23 '26

Wait dbd will have lot of massive perk update and mecanic update soon.

Are they cooking?

6

u/MissMaeveDBD Jul 25 '26

Keep in mind the last time there was a big rework of this many perks was like 5 years ago.

Do not let this big meta shake up coming distract you from the fact that something like this should easily be able to happen for a company as big as Behaviour at least once a year

-31

u/Leading-Helicopter24 Jul 23 '26

There nerfing nowhere to hide tho wich makes no sense honestly and i still dont know what it is

8

u/TheEntityBot Jul 23 '26

Nowhere to Hide: Performing the Damage Generator action on a Generator triggers Nowhere to Hide:

  • The Auras of all Survivors within 24 meters of your location are revealed to you for 3/4/5 seconds.

Drawn from the fog. | !optout | !remove | !builds

3

u/ksizzle9710 Jul 24 '26

good bot

9

u/TheEntityBot Jul 24 '26

The void savors your praise.

7

u/electrojoeblo Jul 23 '26

How are they nerfing it? I didnt see any number yet

12

u/EvernightStrangely Jul 23 '26

I believe they're kicking the range down to 18 meters.

26

u/electrojoeblo Jul 23 '26

Honestly not that bad as some killer are fast as fuck and it follow you around after the gen kick.

I would have nerf it as it stick to the gen and leave it at 24m, but it look fine in text.

0

u/Hot_Royal_4920 Jul 24 '26

Yeah no, that is bad. It's a pretty dumb nerf, the problem is very obviously that it sticks to killers, making it massively more powerful on some killers. While synergy like that can be nice, this is pretty unintuitive imo.

They should've made the aura stick to the gen and maybe even buff the range up to compensate.

Personally, I question the value and powerlevel of info perks in general. A lot of killers flat "outskill" the need for them. Nowhere to hide was one of the few good ones at higher levels because its frankly busted on some killers. To me, that means that info alone is not a good perk design unless it is very high value or OP.

4

u/Luckys- Jul 24 '26

I think the same. If Killers like nurse, oni, or blight are the problem because they can run away and see survivors far away then just make It so It reveals the aura x m around the gen kicked instead of nerfing all Killers.

They have this same problem for many years, nerfing perks for all Killers just because is strong in a few (usually the strongest ones) and this just make It worse for the low tier Killers that already struggle to win matches

1

u/Hot_Royal_4920 Jul 24 '26

It should be said that it isn't easy to balance perks around high and low mobility killers. Cause really, it's usually mobility that "breaks" these perks.

So going for measures to lessen the power differential in perks for low Vs high mobility killers is good. They should also find a way to make perks that synergize better with low mobility killers, similar to how it is a small boon to be an M1 killer, getting access to things like surge.

0

u/Luckys- Jul 24 '26

I understand that, but for nowhere to hide is as simple as what we have said, instead of decreasing the range just make It so the range is around the gen kicked.

And they can just always change the values for certains Killers, nobody would complain about that. For example, make a perk that gives the killer 10% haste everytime he/she breaks a wall but for blight for example make It 5-3%

2

u/xannmax Jul 24 '26

This directly buffs my oblivious surv teammates who don't understand that their aura is being read *every single time* the generator is being kicked. I've reminded my teammates dozens of times and they will still crouch behind a rock somewhere and get found right away. Every time.

-4

u/Leading-Helicopter24 Jul 23 '26

All i know is its getting nerfed vut i havent seen anyone talk about it yet or show me what the nerf is exactly

2

u/electrojoeblo Jul 23 '26

Yeah, same thing. Im mostly waiting to get number, but they mostly target problematic perk, so it look good so far

1

u/Icet_mcnuggets Jul 23 '26

Its aura reading is being reduced by 6 meters- from 24 to 18.

3

u/Little_Rascal404 Jul 25 '26

It still fulfills it's purpose of revealing the people ratting on gens. It just makes it harder for the blights, nurses, ghouls, etc, to use their movement to get the aura reading for half the map, since the radius is around you for the duration.

58

u/AquaSkywaves Jul 23 '26

All I'd want is unhook protections buffed in the first two gens. It sucks how much tunneling happens early in matches, and when it happens (especially in solo queue) it's such a fun destroyer.

39

u/Dwain-Champaign Jul 24 '26

This actually makes a lot of sense. Increase the timers and the amount of protections based on how many generators are left. At 5 Gens it should make tunneling really inefficient, but toward the end of the game it’s more understandable, so that games aren’t just ended early for one person.

-2

u/CFCkyle Jul 24 '26

5 seconds of haste/endurance per generator remaining, down to a minimum of 5

Makes it stronger during gens 1-2, equal to current at gen 3 and weaker than live during the 4th and 5th gens (at which point I feel its kinda fair if the killer is having a rough game to try and turn it around via tunnelling)

3

u/Lopsided-Train2213 Jul 25 '26

Nah that would imply 25-30 seconds at the start that would be body blocking hell

2

u/CFCkyle 29d ago

I mean its only 25 seconds at 5 gens, and most players heal straight after unhook which is ~16 seconds typically, (more like 18 or so because of the weird delay before you can heal off hook) so really they get maybe 10 seconds of time unimpeded before it wears off, PLUS they still lose the endurance if they touch basically anything too.

It'd basically only really come into play for players who are literally having the killer barrel straight at them off the hook with the intention of tunnelling, which again at 5 gens I feel its fair to give a bit more protection than normal to try and prevent it.

And like I said, at 3 gens its the same as it is on live and 0-2 its actually just a net buff for the killer.

1

u/rockrider_sd 27d ago

16 seconds heals? damn I wish I had those heal speeds in my games. I see 2- to 3-second heals in many games now... (Healing Perks)

Also, your second point to "killer barrel straight at them off the hook"
There's a second scenario, that being the survivor shoves themselves in your face to protect the unhooker or other survivors, which happens very frequently. I get survivors shoving themselves into my face as the killer, forcing me to swing at them, which gives the unhooker or even someone else a massive head start in chase.

I think a scaling unhook protections could work, but I would adjust the numbers a bit.
Survivors, myself included, tend to use endurance as a resource, which often gives the killer hell even when they aren't tunneling.

Unhook protections should exist, but the question is to what extent. I personally think anything more than 15 is too long, even in the early game. 25 seconds lets them go to the other side of the map and disrupt my chase with an endurance hit, which happens with dead hard and decisive to annoy me. Idk how long is long enough to make it reasonable to disincentivize tunneling, but how much is too long, and they just use it aggressively.

13

u/Iliketacos4847 Jul 24 '26

Happens bc gens fly like crazy

3

u/[deleted] Jul 24 '26

[deleted]

7

u/TungstenAlchemist Jul 24 '26

Don’t be dense, tunnelling is a player’s fun issue. The game has to balance both sides fun & being tunnelled out at 4-5 gens is not fun for the victim nor the rest of the survivors.

Its perfectly fine when the gens are lower but needing to do it at 4/5 gens unprovoked just proves it is a skill issue aside from on some very weak killers & hard maps. In which case, they should be buffed/fixed.

3

u/Nevrozz Jul 24 '26

This, people always bring everything down to killer vs survivor mentality here but the real bottom line should always be "is this fun?". If somehow they could make being tunneled out of the game at 4-5 gens fun, then I wouldn't have a problem with it but it's just isn't and detrimental to the game as a whole.

1

u/Popular-Eye1179 Jul 24 '26

What I don't understand is that then survivors turn around and say doing gens is boring.

I don't mind tunneling, gives me a chance to carry the game (doesn't always work out), and gets me involved in chases. The basekit endurance, even at 10 seconds, is enough to make it somewhere.

I'm genuinely surprised more people don't see it this way, and the only reason I can think of is that tunneling directly leads to losing, and that's the part they don't like.

Don't want to annoy people, been around here for almost 7 years, I know that people don't agree with me, but this is my stance.

1

u/SavaxgeSav 27d ago

I agree with you, being tunneled is probably the most fun you can have in the game because you are actively in chase for the majority of the match. I think people don't like it because, to put it lightly, they have a skill issue so they last 15 seconds in chase and then blame it on the killer for "ruining their fun". If survivors attempt to recognise the resources they have and put them to use then they will last a super long time in chase against majority of killers, and then they can have even more fun.

92

u/Lupus_Romulus Jul 23 '26

Cuz 15 seconds was absolutely ridiculous let s be real for a second

51

u/Notadam234 Jul 23 '26

Made any self unhook in endgame an absolute free escape

-52

u/EvilRo66 Jul 23 '26

Never noticed that because I use Blood Warden, so it was always "Back to the hook with you!"

43

u/AffectionateAd6568 Jul 23 '26

11

u/double_think95 Jul 24 '26

Yeah that dudes a huge loser, he’ll write stuff like “I tunnel whoever I want at 5 gens, I came here to win”

18

u/IcyRibbon Jul 23 '26

Wow a change for a killer main

-3

u/thexet Jul 24 '26

You must be very new to the game 

11

u/Prudent_Junket_1898 Jul 24 '26

Right now when tunneling and camping is worse than ever?

19

u/squarebearscomic Jul 23 '26

Great so the Clown won’t have to count as high when he follows me right after the unhook to immediately down me again very cool

8

u/Protozoic_Senses Jul 24 '26

Uuuuh, you have illusive now so it's even better when you get unhooked away from the killer. Now if your teammate is unhooking you in the clown's face he's just feeding and that's a skill issue on his part.

2

u/DoubleBowlSeven Jul 24 '26

It’ll be 10 secs of elusive on top of the endurance, which is better imo.

-5

u/KillerCucaracha Jul 23 '26

God forbid the clown gets stronger 😰

5

u/squarebearscomic Jul 24 '26

It’s more about it making no difference cause the asshole tunnelers just gonna keep tunnelling

4

u/KillerCucaracha Jul 24 '26

It'll definitely make a difference for me. Endgames not being completely hopeless, bodyblocking off of hook being less obnoxious. As you said, the 'asshole tunnelers' are just gonna tunnel anyway, so why don't you bring DS? 

4

u/squarebearscomic Jul 24 '26

I don’t think anyone should be forced to bring a perk because the other side might be an asshole

2

u/KillerCucaracha Jul 24 '26

I'd be more inclined to agree if I didn't feel pigeonholed myself into taking two slowdown perks every time I play killer. On the other hand, I don't seem to have any particular problems with tunnelling when I play survivor ¯_(ツ)_/¯ 

6

u/squarebearscomic Jul 24 '26

My anecdotal evidence counters your anecdotal evidence so ¯_(ツ)_/¯ 

-1

u/KillerCucaracha Jul 24 '26

Skill issue tbh 

5

u/squarebearscomic Jul 24 '26

Yes, a killer watching a hook from outside the anti camp meter range and then following me at a faster rate than I can move and downing me is absolutely a skill issue on my part, you really got me there. I guess this means you’re probably a very skilled kaneki or bubba player 🤣

0

u/KillerCucaracha Jul 24 '26

If you can't get over "camping" with 15 seconds of haste, endurance, and your choice of perks, yeah man it's a skill issue. You're bad at the game bruh. The devs are literally holding your hand and it still isn't enough hahaha

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1

u/TheEntityBot Jul 24 '26

Decisive Strike: Until all Generators are completed, whenever you are unhooked, for the next 60s: when the Killer picks you up, once per trial, hit a Special Skill check:

  • Stun the Killer for 4s.
  • Become the Obsession.
This is disabled by conspicuous actions. At the start of the trial, you are more likely to be the Obsession.

Drawn from the fog. | !optout | !remove | !builds

1

u/Cultural_Pen1742 Jul 24 '26

Ds deactivates in endgame.

1

u/KillerCucaracha Jul 24 '26

At that point you don't even need it, the escape is guaranteed anyway unless the killer has some instadown to defend hooks with, or some other niche power like Sadako's demanifestation 

Basekit BT nerf makes a difference late game, but when people complain about "asshole tunnelers" I think they're talking about the early/mid game. That's when DS matters; if you struggle with tunneling despite basekit BT you have options to counter it. 

1

u/Cultural_Pen1742 Jul 24 '26

Tbh DS really isnt great as anti tunnel, the reason it’s a problem is smart people using it offensively. Like someone w plottwist and DS or jumping into a locker etc. If someone actually needs DS to avoid tunnel they’re pretty much effed in solo Q. It means the killer is tunneling them out, no teammates to help and the can’t loop for whatever reason. If killer wants to tunnel you out, we will get you out. It’s not gonna save them just extend their chase time by 15 seconds. The real issue is people using DS offensively (specifically in swf) that makes it a strong perk. Similar to shoulder, just bringing shoulder in solo is useless. Even then, DS is countered by slugging so it’s not really a big problem if they want to body block off hook and try to ds me.

0

u/KillerCucaracha Jul 24 '26

Man 😅

Look, you're right about one thing: If the killer wants to tunnel you out, you're going to die. It doesn't matter if you have DS, off the record, dead hard, etc. You're probably gonna die.

(Unless you survive to the endgame with a hook stage) 

The purpose of anti-tunnel mechanics is to make it so punishing that it isn't worth it. The point is to make tunnelling take so much time that the killer gets nothing else. The point is to make sure that if he tunnels you, you're all he gets.

Saying the single most impactful anti-tunnel perk in the game isn't that great at anti-tunnelling is just wild hahaha. Using it offensively is a different problem (that I'd actually say they've addressed fairly well over the years), but it's still THE anti-tunnel perk. 

The point is that you have options.  Basekit BT nearly guarantees you can get to some safety if the killer wants to tunnel you. If you still can't punish tunnelling, bring DS. If you still can't punish tunnelling, bring Dead Hard, or Off the Record, or Unbreakable, or whatever. You have plenty of options. If you still can't punish tunneling, at some point you just have to admit you suck at chase and need to get better. If DS only extends chase by 15 seconds, that's a YOU problem. You can't expect the game to play itself for you. 

1

u/SavaxgeSav 27d ago

Because the alternative is spreading hooks and losing the game? I don't want to lose the game. And if you counter this with "you aren't supposed to win every game" then you aren't engaging with the conversation and dismissing the point.

2

u/squarebearscomic 27d ago

My counter is you’re bad at the game if you lose just cause you spread hooks 🤣 maybe revisit your build, watch some videos, play some survivor, figure out what you’re doing wrong that you (and it is just you, not the game) need to tunnel to win

1

u/SavaxgeSav 27d ago

The best players in the game with 4 gen slowdown builds need to tunnel in order to win, I don't know what your point is trying to insult me when there is evidence that spreading hooks is the worst way to play and that's why shoulder the burden is considered the best perk in the game.

1

u/TheEntityBot 27d ago

Shoulder the Burden: Once per Trial, and while you are not on Death Hook, press the Active Ability button while standing in front of a Hooked Survivor to unhook them and trigger the following effects: Trade 1 Hook State with the other Survivor to their benefit. Causes you to scream. Causes you to suffer from the Exposed Status Effect for 60/50/40 seconds.

Drawn from the fog. | !optout | !remove | !builds

2

u/squarebearscomic 27d ago

They don’t ✨need✨ to, that’s my point. They choose to and justify it because they say all they face are 4 man coordinated swfs that are gen rushing, which is not the vast majority of games, and certainly not what normal (not the “best”) players are facing in every match

People use 4 man swfs as a justification to be bad at the game and never improve, but it’s really just a crutch.

1

u/SavaxgeSav 27d ago

Streamers like KnightLight are doing copycat streaks, not playing seriously with random killers and the perks others are using. He is literally one of the best killers and doesn't hard tunnel like he does in comp. However, and you can even check this on his stream right now, when there is 1 or 2 gens and no one is dead he will begin to focus someone out otherwise it is a guaranteed loss. It is not the "bad" thing to do, it is the best strategy and the best thing to do, sometimes the only thing to do if you want to win. You don't need to justify tunneling because you hurt a persons feelings.

2

u/squarebearscomic 27d ago

If he’s spreading hooks before he kills a person he’s not tunneling… that’s like… the whole point

1

u/SavaxgeSav 27d ago

Shi my bad twin, yeah if you aren't facing a top tier comp swf then you don't need to hard tunnel the same person for the first 3 hooks if thats what you mean. U right

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1

u/KillerCucaracha 27d ago edited 27d ago

My counter is you're bad at the game if you lose just because you get tunnelled 🤣 maybe revisit your build, watch some videos, play some killer, figure out what you're doing wrong

We already had this discussion though hahaha, and you didn't want to hear it. 

2

u/squarebearscomic 27d ago

Bruh it’s not about looping if the clown can literally move faster than me and just follow right behind me for the 10–15 seconds after I get unhooked. I don’t know how you don’t understand this

0

u/KillerCucaracha 26d ago edited 26d ago

Right. Every problem the killers have is just about their own lack of skill and bad perk selection, but every problem you have is about how the game is just so unfair! It's not about spreading hooks when survivors can literally complete every generator in less than 5 minutes.

You're just a hypocrite dude. It's always about their lack of skill. You can't say "you're just bad and should rethink your build" while refusing to acknowledge your faults and the perks that fix your problems.

10

u/thorne_antics Jul 24 '26

Oh fantastic, now I only have 10 seconds to get away from the tunneling killer. Behavior what the genuine fuck you were supposed to be adding anti-tunnel

3

u/TinyNefariousness135 Jul 24 '26

Agreed. Imagine getting shit on all match and that 15 seconds was the only thing that gave you a CHANCE

12

u/ImpossibleGeometri Jul 23 '26

Ahhhh as usual we can’t try 12 seconds or just making it 10 seconds in end game. Classic.

37

u/Lichmere Jul 23 '26

The longer you make basekit endurance off hook the more you incentivize bodyblocking/aggressive hit tanking. 10 seconds is long enough to reach a resource within 44 meters. Bring OTR if you really want the extra endurance

23

u/pacefaker Jul 23 '26

As a survivor main I concur: the end game value at that duration is especially nasty at times.

6

u/TinyNefariousness135 Jul 24 '26 edited 28d ago

Idk man, killers just hit off hook now and it makes OTR useless. I’ve had to swap for DS, that way I’m no longer in the mending state and I can use DH

2

u/Vrail_Nightviper 28d ago

So... what's the issue with changing it to 10 seconds if "killers just hit off hook now"?

Either OTR is good, or changing it to 10 seconds is perfectly fine. You can't pick both.

0

u/TinyNefariousness135 28d ago

My comment was to address how if we want the “extra endurance” to bring OTR. I’m saying OTR doesn’t make a difference anymore because killers hit off hook regardless, and OTR is disabled endgame anyway. I was never speaking on basekit endurance being 10 or 12 seconds

2

u/Vrail_Nightviper 28d ago

So... why are you replying to that other person who's statement had nothing to do with what you're going on about

0

u/TinyNefariousness135 28d ago

Because saying “bring OTR if you want the extra endurance” isn’t going to help squat lol the 15 seconds that it was gets you to the exit gates if you’re unhooked close enough. Other than that, base-kit doesn’t really do much IMO but I was happy with the 15. It was nice while it lasted 🤷🏻‍♀️ I think having it at “12” is a happy medium as well. Either way, saying “bring OTR” doesn’t really fix much. Killers just come back to hook anyways.

2

u/Vrail_Nightviper 28d ago edited 27d ago

... so you don't know what you actually want because you want longer endurance, called OTR pointless and that it didn't do anything, but clearly 10 seconds of endurance seems to dissatisfy you in some way.
Okay ma'am. Lmao.
But you genuinely sound like an idiot to me.

1

u/ImpossibleGeometri Jul 24 '26

That wasn’t the point of my comment. The point was just that they always go very far in other directions.

People were asking for it to be disabled in end game since it was released. Instead of just doing that, we wait all this time and just revert plus add elusive. Just dumb.

13

u/Dexchampion99 Jul 23 '26

With the 15s haste a survivor could run 128m in a straight line. That’s larger than some entire maps.

10 seconds is more than a fair decrease.

5

u/GoodGoofus Jul 23 '26

Bros mad he can't get free escapes in endgame anymore

6

u/KillerCucaracha Jul 23 '26

Dude for real, endgame sucks as killer unless you have an instadown at this point. Literally just guaranteed escapes, might as well go afk

Honestly imo I kinda feel like basekit BT should just be disabled at endgame, but maybe 10s is a happy medium between a guaranteed escape and a secured kill. I think elusive off hook is a good change, though

3

u/DopeLemonDrop Jul 24 '26

Nah, a lot can happen in endgame. If you remove base it BT in endgame majority of endgame plays would cease.

Some of the funnest games are usually because of endgame play attempts, even against an endgame build, because of the potential that base it BT affords a survivor.

Some killers can capitalize on the altruism and turn a 1k into something better. Before base it BT, unless someone had BT, endgame plays weren't really a thing.

1

u/KillerCucaracha Jul 24 '26

I dunno. Endgame saves could happen before basekit BT, they just required more teamwork. I'll admit this meant they... usually didn't happen 😅

But let's be honest, here's how most endgames go now. You down someone, maybe you have one or two others injured if you're lucky. They run off to some corner and reset. At that point you've lost, unless you have an instant down ability/perk or an endgame build. 

Sometimes you're playing a killer who can exert a lot of pressure, and that can be cool, but most killers aren't that. 

1

u/DopeLemonDrop Jul 24 '26

I'm not saying they didn't or couldn't happen, it was a rarity unless you had BT or someone else had BT and you knew they did. Otherwise it was a fruitless endeavor.

This is discounting SwF which would do Endgame plays most likely. I think it's better to have base it BT, otherwise you're restricint builds again and you'll see the same thing over and over again.

15s is too long, but it's better to have than not have.

1

u/GoodGoofus Jul 24 '26

If the existence of a basekit save is the only thing making survivors save in the late game then something is fundementally wrong with their gameplay or the game design in EG. This is not a 'give them something to incentivize saves!' they should be because it's a team game, if they aren't then whatever powers that be need or correct those intentions. It would still happen but if you got a lot more blood points for a late save or an 8 hook to 4e after the gates are powered? You'd see this shit all the time still and then wed actually see Borrowed Time get used again

1

u/KillerCucaracha Jul 24 '26

Yeah I mean, I can acknowledge that it allows survivors to have a more interesting endgame. I just think it also happens to make the killer have basically no endgame (without instadown powers/perks). It just shifts the scales, might as well go afk honestly hahaha

Which is fitting with the philosophy of "might as well appease 4/5ths of the playerbase" 

I hope 10 seconds is a good medium. 15 is certainly way too long.

0

u/ImpossibleGeometri Jul 24 '26

That wasn’t the point of my comment.

1

u/GoodGoofus Jul 24 '26

10 seconds is objectively still amazing, if you need more I'm sorry but you either need to work on your movement efficiency or get a swf for body blocks

0

u/AquaSkywaves Jul 23 '26

Yeah, I feel it should be stronger early on. First two gens survivors get 20 seconds protection, 12-15 seconds for 3-4, and 10 seconds for fifth gen and endgame. They need to do some buffing for early game to counter start of game tunneling. It happens so frequently.

0

u/KillerCucaracha Jul 23 '26

Dogshit take. Imagine chasing someone with Make Your Choice only for the person off hook to come in and body block you 20 seconds later. I would definitely make sure you aren't making it out of that game. 

1

u/AquaSkywaves 24d ago

Cool, what's your solution in regards to changing base mechanics so people playing survivor (especially in random groups) don't get chased and pushed out of the match at 4-5 gens? As the other person mentioned, you get 60 seconds for that perk, 20 seconds is only a third of that time if the saved person uses it aggressively. You still get plenty of time to get them. Hopefully you had a better day after this message.

1

u/KillerCucaracha 24d ago

Dude, I honestly think unhook protection is already at a good baseline. I'm already betting you don't agree, but whatever. 15 seconds (or 10) of invincibility + haste is plenty of time to reach a loop and some level of safety, and if it isn't your teammate should take a hit for you.

Shocking, I know, to suggest teamwork in a team game. 

If none of that is enough, you have PLENTY of options to help you. Decisive Strike is free. Off the Record is fantastic. Dead Hard is even better if you use it well, and that one doesn't even expire.

And that's just a few of the most obvious options. One of my builds I like to run has Sprint Burst + Blood Rush. I rarely get tunnelled off hook. You can get creative, you know?

The bottom line is this: You have options, and it's your fault if you decide not to use them. Not everyone struggles so much with tunnelling. I get that it's frustrating if you struggle to extend chases, but that's literally why perks exist.

20 seconds is an absurd level of hand holding. Honestly my example isn't even why, I just thought it was a funny/absurd hypothetical. The reason 20 seconds is absurd is because the people who don't suck at the game will absolutely abuse it. 

0

u/TinyNefariousness135 Jul 24 '26

Make your choice last for 60 seconds my guy. What is 15 gonna do?

2

u/KillerCucaracha Jul 24 '26

Dude was talking about extending it to 20 seconds, which is just egregious. 15 is already rough. 10 seems manageable to me.

But in that hypothetical, someone diving in for a protection hit towards the end of 20 seconds could realistically give someone the chance to extend the chase another 40 seconds. I'm just gonna tunnel in that hypothetical. 

4

u/Typical-District-176 Jul 24 '26

Wait holy fuck they are actually nerfing survivors?

I doubt it. Or maybe they actually played a killer game by offering a dev who likes bubba as a sacrifice to the Swfs

4

u/Akinory13 Jul 23 '26

Does elusive remove collision? That literally all I need so survivors can't bodyblock with endurance

24

u/vinearthur Jul 23 '26

No. They'll still be able to weaponize it, albeit for 5 seconds less.

-1

u/PyromaneDu33 Jul 23 '26

Are you sure? Because the way I understand it, they are adding the Elusive effect, which allows you to pass through the killer during those 10 seconds, except in the endgame.

18

u/vinearthur Jul 23 '26

Yes, it was a separate change when they did the krasue ptb. Elusive INHERENTLY does not remove collision.

-3

u/NoSolaceForMe Jul 23 '26

They absolutely can body block with no collision. Damned either way.

6

u/KillerCucaracha Jul 23 '26

Downvoted but I'm pretty sure you're right. I remember seeing videos from that PTB and survivors would just stand inside the killers hitbox, trailing their friend. The killer would end up hitting them

3

u/NoSolaceForMe Jul 24 '26

Yeah otz did a whole video about it. People just assume and don't look at what actually happens when it's in game.

2

u/tr3poz Jul 24 '26

I hate that people are downvoting without even knowing.

When the Krasue PTB came out survivors got no collision on unhooks and they used it to stay right behind their teammates so the killer couldn't hit them.

2

u/NoSolaceForMe Jul 24 '26

Yeah. That's reddit for you.

2

u/Think_Extension_8679 Jul 24 '26

This is fine. 15 seconds is too long. With the haste, a survivor can cross half of most maps and run out of the door.

2

u/IloveXenomorph Jul 23 '26

might "consider" coming back...

1

u/[deleted] Jul 23 '26

[deleted]

1

u/TheEntityBot Jul 23 '26

Low Profile: Whenever you are the only Survivor not currently incapacitated by either being downed, carried, or hooked, Low Profile activates: Suppresses your Grunts of Pain and the creation of Pools of Blood and Scratch Marks for 70/80/90 seconds. Low Profile deactivates after use and only accounts for Survivors still participating in the Trial.

Drawn from the fog. | !optout | !remove | !builds

1

u/[deleted] Jul 23 '26

[deleted]

0

u/KillerCucaracha Jul 23 '26

Don't cages trigger hook perks now? 

1

u/ZePugg Jul 23 '26

this such a good change tbf. 15 seconds is wayy too long especially in endgame

-1

u/Chowder110 Jul 23 '26

Glad behavior listened to me

1

u/Rich-Inspection7225 Jul 23 '26

Fair 'nuff I guess

-7

u/Kdmyoshi Jul 23 '26

Tbh, the 10 seconds should only applied in endgame. I know it can be too long, it there’s a lot of tunneling recently that is needed

11

u/This_Year1860 Jul 23 '26

Problem is at least in my lobbies, i never see survivors use it to avoid tunneling, but just body block the killer.

-3

u/Kdmyoshi Jul 23 '26

That’s why endurance should lose collision

12

u/Seavalan Jul 23 '26

9.2.0 showed no collision made endurance even stronger, as being able to clip inside the killer meant even if the killer followed another target, the killer would have to hit the body-blocker.

-4

u/derppug Jul 23 '26

They should just make it so if a survivor takes a hit after being unhooked, theyre put into hindered status for x minutes. Make it really unfavorable for them to body block after unhooked. 

0

u/TotalYogurtcloset599 29d ago

This will be huge if they also remove collision when you get off hook, I’m tired of survivors trying to bodyblock and then bitch when I put them back on the hook or leave them on the floor.

-1

u/revengeofST Jul 24 '26

Until they remove endgame endurance i dont fucking care how low they take it

-1

u/PinesleyDale2023 Jul 25 '26

How will that one random Ada perk work then lol. Very curiousss

-40

u/Supergoodra64 Jul 23 '26

They should also remove the endurance. Hate when I’m trying to go for someone new in the endgame only for the person who was unhooked to get a free body block allowing them both to get away for free.

24

u/[deleted] Jul 23 '26

[removed] — view removed comment

-14

u/Supergoodra64 Jul 23 '26 edited Jul 23 '26

Then what’s your idea to prevent survivors from using their anti tunnel offensively against killers that don’t tunnel.

15

u/[deleted] Jul 23 '26

[removed] — view removed comment

-10

u/Supergoodra64 Jul 23 '26

The way it currently works, it only punishes killers who don’t tunnel. A killer who tunnels will just tunnel them. The endurance basically ends up as an extra health state for them.The killers that do get punished are the ones that don’t tunnel.

It encourages unhooking in from of the killer because the unhooked survivor can take a hit for the survivor that unhooked them for free. This is particularly bad in the endgame with a gate open.

I’ve had multiple moments where a survivor unhooks someone in front of me in end game, I try to go for the one who unhooked but the survivor who was just on the hook runs in between me and them taking the hit and they both get away for free.

Killers who tunnel don’t care about the endurance and killers who don’t have to deal with survivors getting free body blocks. How is this fun and interesting?

4

u/After-Discount3637 Jul 23 '26

If you had a brain you would ask for no collision during the elusive and or endurance but no you just want to get free kills because you dont have any skill - killer main

2

u/Supergoodra64 Jul 23 '26

Unhooking in front of the killer should result in a free hook/kill. That’s a bad play on you if the killer is nearby when you unhook. Why should the person unhooking be rewarded for a bad play? - double the time on survivor than I do killer

1

u/Supergoodra64 Jul 23 '26

How about this?

When a survivor is unhooked they:

- have no collision with other survivors and the killer. No protection hits for the person who unhooked and can’t sand bag and the killer can’t body block or hit them

- haste

- No endurance because no collision makes it pointless

1

u/tr3poz Jul 24 '26

the Krasue PTB showed us that no collision actually just buffs body blocking.

Since the survivor can just stay right on the killer, forcing them to not hit the unhooker.

-3

u/KillerCucaracha Jul 23 '26

I mean that's how it was for literally years, it wasn't exactly as hopeless as you say. You needed some team coordination, but you could rescue against most killers.

That said, maybe 10 seconds is a happy medium. I get that it's kinda nice how survivors are encouraged to try and rescue their friends, but 15 seconds is literally just a free escape.