Posts by Goblin_BHVR

Content
THE GHOUL
  • Reduced Tentacle range from 16 meters to 14 meters.
  • Reduced Enraged mode time from 45 seconds to 40 seconds.
  • Reduced Enraged bonus time when performing a perfectly timed grab-attack from 15 seconds to 10 seconds.
  • Reduced Reticle Stickiness Time effect on targeted Survivor from 0.3 seconds to 0.18 seconds.
  • Reduced Reticle aiming on Survivor detection for grab-attack by 94%.
  • Reduced Grab-attacks Damage minimum distance requirement to activate over obstacles by -30%.
  • After breaking a pallet, if the Killer Power is not in cooldown, power goes into a forced cooldown equal to a single Leap usage.
  • Addon Fresh Coffee: Changed rarity from Common to Very Rare.
  • Addon Hinami's Umbrella: Reworked Effect - Performing a perfectly timed grab-attack award an extra +10.0 seconds of Enraged bonus time and changed rarity from Very Rare to Uncommon.
  • Addon Blood stained Handkerchief: Reduced Kagune's reach from 2 meters to 1 meter.
  • Addon Taiyaki: Reduced the Enraged Mode countdown from 15...
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Important
  • Progress and save data information has been copied from the Live game to our PTB servers on April 7th, 2025. Please note that players will be able to progress for the duration of the PTB, but none of that progress will make it back to the Live version of the game.

Content
New Survivor: Orela Rose New Perks
  • Do no Harm:
    When you heal another Survivor, for each hook state they have, heal 30/40/50% faster and gain +3/3/3% progress for succeeding great skill checks.
  • Duty of Care:
    When you take a protection hit while healthy, all other Survivors within 16/16/16 meters gain 25/25/25% Haste for 4/5/6 seconds.
  • Rapid Response:
    When you do a Fast Locker Exit, you suffer from the Exhausted status effect for 30/30/30 seconds.
    When you gain Exhausted, you see the Killer's aura for 1/1.5/2 seconds.
    Exhausted prevents one from using perks that cause Exhausted.
KILLERS
The Doctor
  • Added a cooldown to interrupting Unhooks with Shock Therapy repeatedly
The Houndmaster
  • Decreased the Dog's vault spee...
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The 8.7.0 Update will be here before you know it, so let’s take a look at the notable gameplay changes you can expect from next week’s Public Test Build, including improvements we recently shared as part of our Quality-of-Life initiative[x.com].
You may notice that in this Developer Update, we haven’t included the crunchy numbers associated with certain changes. Without the context of a PTB to dive right into, specific value changes can be difficult to contextualize in the form of a blog. Stay tuned for the PTB Patch Notes, where we’ll share the precise values that are changing!
Read on for all the details:
NEW FEATURES

  • [NEW] Added a Quests menu to centralize all quest-related content in one place.
    This replaces the Daily Ritual, Tome Challenge, and Event Tome systems.
  • [NEW] Quests are organized into distinct groups, including Daily Quests, Rift Pass Quests, and Event Quests.
  • [NEW] Quests do not need to be selected to be considered active. All available quests are eligible for com...
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Features
Loadouts
  • Equipped elements now show units left counter
  • Search bar now accepts direct input, removing old pop up
Content Blood Moon Event
  • Allow community goal bloodpoint bonus to apply to both event and regular queue
Bug Fixes Character
  • Fixed an issue that caused The Good Guy to miss some transition animations.
  • Fixed an issue that caused the spawning animation for the Blood Can to be skipped.
  • The Blight no longer recovers fatigue tokens by performing an attack on a pallet.
  • Hatchets no longer spawn at the 0,0,0 location when playing against The Huntress.
  • Survivors no longer lack animations and jitter temporarily when hit by a Dream Snare while sleeping against The Nightmare.
  • Zombies no longer remain stuck after falling from the second floor of the Clock Tower.
  • Zombies can no longer attack Survivors from the 1st floor after falling from certain holes on the 2nd floor of Crotus Prenn Asylum - Disturbed Ward
  • Zombies no longer hit Survivors from a lower elevation while in the lab...
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Content
New Killer - The Ghoul Killer Power: ONE - EYED TERROR
SPECIAL ABILITY:
Kagune Leap
Use the Power button to charge and launch the Kagune, tentacles that attach to any vertical surface within range and quickly pull The Ghoul forward.
After completing a leap, The Ghoul has a window to perform a second consecutive Kagune Leap or put Kagune Leap into cooldown by using the Active Ability button.
Kagune Leap enters cooldown once The Ghoul has consumed their leaps, if they leap over a vault or downed pallet, or if the Kagune grabs and leaps at a Survivor.
If The Ghoul's second consecutive leap targets a Survivor, they will perform a grab-attack. Grab-attacks damage Survivors if they are healthy; inflict Deep Wounds; and leave a Kagune Mark.
Performing a grab-attack also triggers Enraged Mode.
SPECIAL ABILITY: Enraged Mode
While Enraged, The Ghoul can perform up to three consecutive Kagune Leaps and can leap over vaults more quickly if they launch their Kagune at a Survivor.
Enraged Mode rema... Read more
Today, we want to dig into a topic that we know many of you have been yearning to know more about: our vision for the future of The Skull Merchant!
REEVALUATING THE SKULL MERCHANT
We know that Skull Merchant is a divisive Killer who, regardless of her performance in a Trial, carries a lot of history and strong feelings among players.
Many players feel she’s not fun to play against and her kit is exceedingly complex. This scares away potential Killers from trying her and makes it difficult for Survivors to consider counterplay without dedicated research.
As we look to reworking Skull Merchant, our aim is to:
  1. Strike a balance between being fun to play as and against
  2. Preserve the intel focus of her kit, while making it intuitive to understand for both sides
  3. Move away from a passive power with limited player interactions and embrace a more active playstyle, while ensuring her power is compensated in interesting ways

Those last two points may be particularly difficult to hear for long-... Read more
Last year, we tested out a new way to gather feedback with the Design Preview. In it, we shared a sneak peek at proposed changes for The Trickster with the goal of gauging how you felt about these changes very early in the design process.
We wanted to quickly follow up on how we're changing up the Design Preview process moving forward and give a little update on The Trickster’s preview.
WHAT IS A DESIGN PREVIEW? Coming away from last year's Design Preview, a couple things stood out to us:
  1. When it comes to bigger changes like reworks, specifics matter. It’s important that we compare the perspectives of both Killers and Survivors to help inform decision-making.
  2. While it’s one thing to ask for feedback, the original Design Preview concept didn’t let you know how we’re using your feedback, and it’s important to us that you have visibility on the ways your feedback helps drive improvements within the game!
With these in mind and as we look to future Design Previews (including this one!), we'... Read more