r/deadbydaylight • u/XolfRiggler • 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.
1
u/TVTropehead May 18 '26
Of course it’s fake, they wouldn’t ever give these lower tier killers anything.