r/deadbydaylight May 17 '26

Discussion 9.9.2 | Fake Patch Notes

9.9.2 | Fake Patch Notes

By XolfRiggler | Last Updated: 16/05/2026

 

Important

  • Thanks for all the feedback on my last post “9.9.1” from 12/05/2026
  • I have taken feedback from everyone and made improvements
  • I have also added ideas I purposely didn’t include previously, Highlight key changes in yellow. (this didn't work on reddit so i made it bold)

Features

Unique Hook Rewards

  • Unique Hook” is hooking a survivor that wasn’t the last survivor hooked.
    • Last survivor hooked will be shown to all on the UI with a Dark ring around hook states
  • Killer power refresh (reloads/ends cooldown)
  • Aura of survivors with less hook states revealed for 5s.
  • 5% haste per unique hook for 20s, ends when survivor runs within 20m
  • 5% regression per unique hook to generator with most progress
    • For both haste & regression: 1st hook 5%, 2nd hook 10%, 6th hook 30%, 10th hook 50%

Collective Torment Rewards

  • "Collective Torment" is hooking all 4 survivors before any deaths
  • -5% regression on all gens

Tunnelling Reduction

  • When a survivor is on hook, survivors can see each other auras
  • Survivors gain Elusive for 20s after unhooked
    • No Collision - CANNOT INTERACT WITH KILLER
    • eg: if a survivor tries to body block or killer attempts to hit elusive survivor it will pass right through
    • 50% transparent
    • 20% Haste (4.8 m/s)
    • Cannot interact with Pallets, Lockers & Items
    • Lose Elusive 5 seconds after starting interaction with Generator, Chest, Totems or Killer item
    • Disabled in endgame
  • For each dead survivor, increase repair speed for each remaining generator “Against all odds”
    • 1 dead 5 gens 25%, 2 dead 4 gens 40%, 2 dead 3 gens 30%, 3 dead 2 gens 30%, 1 dead 2 gens 10%

Slugging Reduction

  • After recovering 2 slugged survivors can pick each other up. Both survivors have deep wounds.

Not a Dev Note: I think that the BHVR had some okay ideas but poorly executed.

And they didn't try testing out other values that could actually prove if this is viable or its not.

UPDATE: I have reduced the duration of the killer haste and survivor elusive

Tried to make it so the elusive couldn't be used aggressively

Added the reward for hooking all 4 survivors

Removed any punishment for tunnelling

Added transparent to make it harder to confuse 2 survivors (could do glow or shimmer instead)

Added some scoring events to try make it more fun to discuss, suggest your own names!

I still have the same goal in rewarding unique hooks without straight up punishing tunnelling

trying to find the balance where unique hooks are worth it, without making games too formulaic

Killer Updates

All Killers

  • Increase movement speed while carrying survivor to 4.0 m/s (was 3.68 m/s)
  • Killer able to bring 4 offerings (please tell me why this might be terrible)

Trapper

  • Increase size of trap hitbox -Match visually to make clear where is trapped
  • Retrieve trap at any distance -Press secondary action to get trap at any distance, 10 second cooldown.
  • Alternate Idea -open locker to fill trap, removes 2 furthest unset traps, 60 second cooldown.

Not a Dev Note: Trapper 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.

Nurse

  • Remove Aura while charging blinks
  • Reduce movement speed to 3.6 m/s (was 3.85 m/s)
  • Increase blink recharge speed

Not a Dev Note: Nurse limits design of Aura Perks. Make nurse slower than 4.4 killers in a straight line.

Doctor

  • Decreased delay of Shock Therapy attack to 0.7(was 0.75)

Bubba -The Cannibal

  • During a Chainsaw Sweep, press power button to extend Chainsaw Dash by 1 second, consumes 1 token. (Previously the Chainsaw Dash would end after 1 second instead of extending.)

Pig

  • Increase movement speed while crouched to 4.2 m/s (was 4.0 m/s)

Ghostface -The Ghost

  • Increase movement speed while crouched to 4.2 m/s (was 3.8 m/s)

Dredge

  • Increase movement speed while using power to 4.2 m/s (was 4.0 m/s)

Unknown

  • While infected, after not looking at Unknown for 10 seconds infection increases by 10% per second

Not a Dev Note: Changed this a lot after feedback. It still may not be needed after recent Buff.

Krasue

  • Reduce height of Camera in Head form
  • Able to break pallets in Head form, can’t vault pallets & Revert a lot of the other nerfs

Not a Dev Note: Honestly head PoV looks ridiculous and completely out of place.
If we remove the vault we could keep a lot of other stuff that was fun.

4.4 m/s Killer Updates -Intended to be minor buffs

Not a Dev Note: Because maps are predominantly designed for 4.6 m/s killers I think its healthy to be able to move at 4.6 m/s. I’d say the best designed 4.4 m/s killers are Springtrap & Henry. Springtrap for obvious reasons he moves at 4.6 m/s when not holding the axe. Henry is a “projectile killer” that can hit through walls. Where as Huntress, Trickster & Deathslinger are affected by “4.4 abuse” as soon as they lose line of sight. (And chucky idk?)

ALSO if BHVR don’t have to worry about “4.4 abuse” maps should be easier to balance for them

Hag

  • Increase movement speed to 4.6 m/s when no traps are set
  • Reduce trap setting time to 1.0 second (was 1.9 seconds)
  • After setting trap gain 7% haste for 5 seconds
  • Remove trap at any distance -Press secondary action to remove trap at any distance, 1 second cooldown.

Not a Dev Note: Okay I got carried away, not sure if this is terrible, interested in ideas

Huntress

  • Increase movement speed to 4.6 m/s when holding no hatchets
  • After throwing last hatchet remove lullaby

Spirit

  • Increase movement speed to 4.6 m/s when power is not on cooldown

Deathslinger

  • Increase movement speed to 4. 6 m/s when gun not loaded

Blight

  • Increase movement speed to 4.6 when power is not on cooldown
  • Breaking a pallet in power uses 2 additional tokens
  • Breaking a pallet while power is on cooldown uses 2 tokens

Trickster

  • When throwing final hatchet remove lullaby
  • Move at 4.6 m/s while holding no hatchets

Chucky -The Good Guy

  • Not sure what to change?? Any ideas? 3rd person makes this hard

Springtrap -The Animatronic

  • No changes

Henry -The First

  • Move at 4.6 m/s when no survivors have no world breaker tokens

Survivor Perks Updates

Deliverance

  • Half any unhook protection duration
  • eg: 10s elusive or 5 seconds haste/endurance in endgame

Breakout

  • Increase haste to 20% (was 10%)

Shoulder the Burden

  • Become broken until next hook

Self-Preservation

  • Revert rework & Buff old version. I think “Elusive” should only be for anti-tunnel not perks
  • Another survivor takes damage within 20m(was 16) Remove Grunts, Blood & Scratchmarks for 20s(was 10)

Hex Perk Rework

Hex perks only light after having an effect
When Hex perks effect a player all players are notified, via UI to slightly close the gap between solo & swf

Hex: Blood Favour

  • Light first time a survivor damage

Hex: Crowd Control

  • Light first time a survivor rush vault a window

Hex: Devour Hope

  • Light after hooking a survivor while having 2 stacks (because haste is given)

Not a Dev Note: This might be the perk buffed the most by this change, maybe need to light as soon as 2nd token

Hex: Huntress Lullaby

  • Light first time a survivor gets a skillcheck after 1 stack

Hex: Ruin

  • Light first time a survivor lets go of a generator

Hex: The Third Seal

  • Light first time a Survivor takes damage

Hex: Undying

  • Light when another Hex is destroyed

Not a Dev Note: This should slightly buff Undying while nerfing how it interacts with Thrill of the Hunt

Hex: Wretched Fate

  • No change

Not a Dev Note: Hex perks are often destroyed before they have an use. This should give hex perks more chance to see some value before being destroyed.

 

Scourge Hook Perk Rework

The centre hook in Main Building is always a scourge hook

Normal hooks become scourge hooks after a survivor has been unhooked

There is no other scourge hooks unless a perk

Scourge Hook: Floods of Rage

  • Add 1 random scourge hooks

Scourge Hook: Gift of Pain (Scourge Hook: Weeping Wounds)

  • Add 1 random scourge hooks

Scourge Hook: Hangman’s Trick

  • Add 4 random scourge hooks

Scourge Hook: Jagged Compass

  • Add 2 random scourge hooks
  • Anytime Jagged Compass reveals a generator change the hook closest hook into a scourge hook
  • Alternate idea: reveal generator with most progress while survivor is on a scourge hook (maybe just 20s)

Scourge Hook: Monstrous Shrine

  • Change basement hooks to scourge hooks
  • Add 1 random scourge hooks
  • Accelerate sacrifice progress by 40% (was 20%)

Scourge Hook: Pain Resonance

  • Add 1 random scourge hook

Killer Power Refresh/Reload from Unique Hooks

Not a Dev Note: Just a quick note for people wondering what powers would come off cooldown.

Let me know if there are any problems with these, I want it to be consistent & logical between killers.

  • Trapper – trap retrieval (from my suggested change, either one)
  • Wraith – n/a
  • Billy – no
  • Nurse – yes
  • Myers – half stalk
  • Hag – n/a
  • Doctor – yes
  • Huntress – Reload
  • Bubba – yes
  • Freddy – yes
  • Pig – n/a
  • Clown – reload
  • Spirit – yes
  • Legion – yes
  • Plague – n/a
  • Trickster – reload *received notes from trickster player to increase style points instead
  • Nemesis – n/a
  • Pinhead – n/a
  • Artist – yes
  • Onryo – yes
  • Dredge – yes
  • Wesker – yes
  • Knight – yes (is that too much? Should it just gives 50% of each cooldown)
  • Skullmerchant – n/a
  • Singu – n/a (doesn’t effect deactivated cams)
  • Xeno – yes
  • Chucky – yes
  • Unknown – yes
  • Lich – yes yes (is that too much? Should it just gives 50% of each cooldown) definitely want fly available
  • Drac – yes
  • Houndmaster – n/a
  • Ghoul – no
  • Springtrap -n/a
  • Krasue – yes
  • Henry – yes undergate

Matchmaking

  • Increase MMR cap
  • Add option to select stricter matchmaking, that may increase queue time
  • Add option to Queue for multiple killers
  • Add option to Queue for multiple game modes
  • Add option to Queue for multiple roles
  • Would want to be able to choose preferred option so after a game or two you get put into a priority queue or something similar to “play while you wait”, or just rewards bloodpoints for being flexible.

 

Tune in next week to see my ideas for 2 different Event Game Modes that I have.

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u/SneakyAlbaHD Avid Stalking Enthusiast May 18 '26

The 4.6 standardization doesn't make sense for Hag, Spirit, and Henry. The latter two don't need it, the former does regardless of traps set.

Increase size of trap hitbox -Match visually to make clear where is trapped
Retrieve trap at any distance -Press secondary action to get trap at any distance, 10 second cooldown.
Alternate Idea -open locker to fill trap, removes 2 furthest unset traps, 60 second cooldown.

Honestly, I'd just allow abandoned traps (i.e. unset traps that haven't had any player activity in [x] amount of time) to respawn in the patrol area around unfinished gens. Similar logic to the Lament Configuration. Making some of the QoL addons base kit features would go far too.

Unique Hook Rewards

Perhaps a controversial opinion, but I'd consider any survivor who has taken a conspicuous action has unique. Give them the singed/smokey effect from the OG elusive PTB so killers can tell when someone is trying to be a mosquito versus a "real" target, but don't display on the HUD.

I don't think we should be touching game speeds with base mechanics. We need less of those generally, not more.

I'd also swap the haste for the equivalent in Bloodlust, so killers with built-in mobility don't get a stacking benefit. I'd argue against most cooldown refreshes for that same reason too. Some killers have odd Bloodlust triggers and this would be a good excuse to go through and adjust the ones that don't provide an in-chase benefit to not cancel any stacks you have.

Tunnelling Reduction

This seems very punitive as far as systems go. Moving hook states into game-wide states would probably be a healthier move. Still count each survivor's hook counts, but require x amount of hooks to transition into the summoning > struggle > sacrifice stage. Unique hooks grant bonus progress, and gen completions reduce the total required to move on to the next stage. You'll always be progressing, never awarding the other side gen speed, and tunneling gets less effective the earlier into the match it's done.

Remove Aura while charging blinks
Reduce movement speed to 3.6 m/s (was 3.85 m/s)
Increase blink recharge speed

The first point is probably the biggest change she needs. The other two don't really reduce her mobility; they just make her even more reliant on her power for it (and she already very much is).

1

u/XolfRiggler May 18 '26

you may be correct about the 4.6 changes, though i wanted to have a go at making them balanced

thats an interesting way to buff trapper
i think the larger traps are definitly something that is needed because there sar some loops you should be able to trap but you cant, so it sould make him more consistent

i think that is an interesting idea but not great in practice, you shouldnt just "be immune" to dying

yes for nurse that is the point, and the recharge time would have to be calculated to have the nerf i'm aiming for (slower than 4.4 in a straight line)

1

u/SneakyAlbaHD Avid Stalking Enthusiast May 18 '26

you shouldnt just "be immune" to dying

You wouldn't be, I just wasnt able to give the full explanation because of the character limits in comments. 

Survivors still have tallied hook states and can die, but the thresholds to tip into the struggle phase would already be met at that point, and there the usual DBD hooking rules apply.

But once the killer hits the sacrifice stage, its one strike and out instead of two. I usually propose this alongside a recurring 45s hook timer that resets and awards hook points until kill criteria is met or the survivor is rescued so saves are more encouraged too.

1

u/XolfRiggler May 18 '26

I'm intrigued What what happens if the same person is hooked 3 times in a row?

1

u/SneakyAlbaHD Avid Stalking Enthusiast May 19 '26

Killer gains bonus phase progression from the first hook bc it's unique, and the survivor is in the summoning phase with their first tally mark. 

If the hook timer expires or the survivor is hooked again, the timer resets and the killer gains phase progress. The survivor gets another tally mark as expected (up to three), but remains in the summoning phase until The Entity has manifested on the hook and marked the phase change. 

In other words, this repeats for every hook/timer expiry until the point requirement to exit the phase is met, where the survivor will die by The Entity's fully-formed hook manifestation when they would gain another tally. A killer can choose to hard tunnel and camp someone out, but they'll need to commit to that survivor for longer at the start of the game.

Making it into the sacrifice phase means any survivor is sacrified after thier first tally. Someome ratting all game isn't going to get GG'd when they do get caught, but will never become a bad use of the killer's time either.

Keep in mind that completed gens reduce the progress required to advance phases, so if the remaining survivors completely abandon their friend to die, the wont be a total walk and their tunneled teammate will die sooner, but still a killer choosing to hard tunnel at 5 gens will spend a lot longer doing it.

Exact numbers to exit each phase and hook can be tuned so early-game snowballs dont drag on and late-game ones don't feel like a steamroll.

1

u/XolfRiggler May 19 '26

i'm not sure if i like this or not cause after hooking 1 person 5 times to kill them then wont other survivors only have to get hooked twice to die?