September 17, 2024
Finisher Mori · Killer Perk Updates · Survivor Perk Updates
Nobody has summed up this version yet. The official notes are right below.
The killer may now kill the last survivor by performing a Mori. Improvements have been made to the cinematic Mori camera to better highlight these end of trial kills.
Gain 30,000 Bloodpoints for performing any Mori on the last Survivor.
Gain 20,000 Bloodpoints for performing any Mori on the last Survivor.
Gain 10,000 Bloodpoints for performing any Mori on the last Survivor.
When hooking a Survivor, all injured Survivors suffer from Hemorrhage and Exhaustion for 20/25/30 seconds. (was 45 seconds)
Blood Echo has a cooldown of 80/70/60 seconds. (REMOVED)
When hooking a Survivor, Dead Man's Switch activates. The first Survivor that stops repairing a generator calls upon the Entity to block it for 40/45/50 seconds. (was 35/40/45 seconds)
Dead Man's Switch cannot activate while it is actively blocking a generator. (NEW)
When a Survivor heals another Survivor, they scream and activate Deathbound. (Removed the distance requirement)
When the healer is further than 16/12/8 meters from the Survivor they healed, they are Oblivious.
This lasts until the healer is hooked. (was 60 seconds)
Anytime a Survivor loses a health state, they suffer from the Exhausted Status Effect for 6/7/8 seconds. (was upon finishing the healing action, and 24/28/32 seconds)
The last 3/4/5 vaults that Survivors rush vault are blocked by the Entity. (was 14/17/20 seconds)
This lasts until the hex totem is cleansed.
When a Survivor performs the unhook action, their healing speed is reduced by 30/40/50% for 30 seconds. (was token based, and 3/4/5%)
When damaging a generator, it becomes Compromised. Only one generator can be Compromised at a time. (Removed the requirement to activate the perk)
When a Compromised generator is completed, you become Undetectable and gain 10% Haste for 40/50/60 seconds.
This effect cannot stack.
When a Survivor escapes a chase, reveal their aura for 6 seconds. (NEW)
Predator has a 60/50/40-second cooldown (NEW)
THWACK starts with 3 tokens (NEW)
When breaking a pallet or breakable wall, consume a token. (NEW)
Survivors within 24 meters scream, revealing their location for 3/4/5 seconds (was 28/30/32 meters, and 4 seconds)
When hooking a Survivor, regain 1 token (NEW)
When a Survivor is within 6 meters of a dropped pallet within 16 meters of your location, reveal their aura for 6/8/10 seconds. (REWORK)
After being unhooked, Blood Rush activates for the next 40/50/60 seconds.
While suffering from Exhausted, press the Active Ability Button 1 to recover from Exhausted instantly.
Blood Rush deactivates when used or when performing a conspicuous action.
Blood Rush is disabled once the exit gates are powered.
You start the trial with 1/2/3 token(s) and gain a token, up to a maximum of 5, for every Great Skill Check.
When a Survivor fails a Normal Skill Check within 8 meters, 1 token is consumed and their failed Skill Check becomes a Great Skill Check.
When your aura would be read, hide your scratch marks and aura for the next 8/10/12 seconds. (was 6/8/10)
Distortion deactivates until the next time you are chased.
You can see other Survivors' Scratch Marks.
Whenever another Survivor loses a health state, the Killer's aura is revealed to you for 6/8/10 seconds. (Removed the range condition)
When you hide a locker, make no grunts of pain.
After exiting the locker, you see the aura of the closest generator, all Survivors, and make no grunts of pain, nor leave blood pools for 30 seconds. (was 10 seconds)
Lucky Star goes on cooldown for 40/35/30 seconds.
When first starting repairs on a generator, reveal the Killer's aura for 6 seconds. (NEW)
After a generator is completed, leave no scratch marks for 10/12/14 seconds. (was 6/8/10 seconds)
When you are being chased, see the aura of other Survivors. (Removed the range condition)
Survivors working on any generator gain 3/4/5% repair speed boost. (was 6/7/8%)
Quick Gambit goes on cooldown for 60/60/60 seconds when you lose a health state. (NEW)
After being healed by another Survivor, you both leave no scratch marks as long as you stay within 8/12/16 meters. (Removed cooldown, was 12 meters)
This effect lingers for 4 seconds when leaving the range. (NEW)
This effect does not stack.
When you finish healing another Survivor, you both gain 5% Haste as long as you stay within 8/12/16 meters. (Removed cooldown, was 12 meters)
This effect lingers for 4 seconds when leaving the range. (NEW)
This effect does not stack.
When healing another Survivor in the dying state, your healing speed is increased by 150%. (was 100%)
When completing the heal action, grant them the Endurance Status Effect for 6/8/10 seconds. This effect has a 30-second cooldown. (Removed the list of conditions required to trigger this effect)
The Hillbilly - Basekit
The Hillbilly - Addons
Decrease rarity to Common (was Rare)
Decrease rarity to Uncommon (was Very Rare)
Increase rarity to Rare (was Common)
Increases the Chainsaw Sprint turn rate by 20% (was 30%)
Increase rarity to Very Rare (was Uncommon)
Increases the Chainsaw Sprint turn rate by 30% (was 45%)
Chainsaw hits within 5 seconds of breaking a pallet inflict Deep Wound on Injured Survivors (instead of the Dying State)
The Skull Merchant - Basekit
The Skull Merchant - Addons
All Survivors start the trial with a Claw Trap, which has 50% normal battery life.
Claw Trap battery life increases by 10% for each Claw Trap received, up to 150%. (Note: After the initial Claw Trap of 50%, the next Claw Trap starts at 100% battery life)
The Twins - Basekit
The Unknown - Basekit
The Unknown - Addons
After Teleporting, regain full Movement Speed 15% faster (was 50% faster)
Survivors who complete generators become Weakened against UVX
Increase Hallucination spawn time by 80% (NEW)
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