4thdslip
4thdslip
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I would like to add onto this post noting that it is not impossible to get Fog Vials, but they are incredibly rare, similar to the 9th Anniversary Cake glitch in which none would spawn outside of the mystery box. Unfortunately, I am away from my bloodweb, so I cannot showcase this myself, but other comments I've posted in the Fog Vial clipping thread show my P100 Soma with a Fog Vial outside of custom matches.
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@gerolau said:
how old is this? that key add on doesnt exist anymore.
additionally the hexed effect only appears after you touch a generator. i dont have full context but if the killer (cant tell who it is or what they have due to your screenshot) had obsession switching perks and you got switched to the obsession and found the totem without touching a gen, i believe the perk would still never reveal itself.
Killer has Nowhere to Hide, Alien Instinct, and what appears to be No Holds Barred. There is a known bug where Keys and maps appear to have old addons, similar to the Blighted Serum glitch. However the rest of this comment is accurate.
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Are you able to test this further by showing a screenshot of you repairing a gen while under the effects? I believe, like Dying Light, it will only show you hexed when you first work on a gen post-activation. You can do this by:
- Going into a custom match with a killer on your friends list
- Killer equips Wretched Fate
- Complete one generator
- Start working on a second generator
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Here's a video from the subreddit in which the user, in custom match testing, is able to replicate the glitch twice. I can also confirm with my own testing that it does only work on old style charges, so Medkits, Toolboxes, and Flashlights.
The dev account on the sub has also noted that they got a bunch of examples off the subreddit, and are working on it now.
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Can confirm that this glitch still exists from the PTB and should affect a majority of survivors. I have a video from the PTB showing how every survivor can have this issue occur (I believe the only one who didn't was Maria, one of Cheryl's Legendary skins) and should be able to cause this to occur outside of the queued-into lobby by opening and closing the survivor's page in the store while one has it equipped.
Here's additional images of the glitch occurring as OP described:
This Soma is standing in the base lobby, without being queued into a match. You can see left of him in the picture is the plus sign used to invite other players to the lobby. He holds it normally in this lobby.
When queued in, the position switches, and his Fog Vial clips into his hand, which then clips into his jacket as normal when he's doing his idle pose.
Here is the video from the PTB showcasing the glitch, which still occurs like this in live.
https://www.youtube.com/watch?v=9boqePRB8FA -
Oh, perfect, this is already on the forum. Here's video proof that it is just the description that's changed, not the actual add-on itself.
From the wiki, Medusa's Hair is supposed to do this:
Causes all Survivors within 12 metres of your Teleport destination to suffer from a -8 % Hindered Status Effect for 3 seconds.
https://www.youtube.com/watch?v=j8lrj1dkB0Q -
Did this occur the first time you were hit by Iri Coin? It doesn't occur after the first time you are hit.
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Popping in on this thread to say that this has been a issue since at least the Doomed Course update. As someone who primarily plays as Soma Cruz, the Dark Lord has never said his lines for mori'ing Soma during my gameplay. True Form has also never said the hook lines for Soma, but regular Dark Lord does.
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Not a mod, but are you able to provide timestamps for the full matches both clips are covering? First one appears to not be a glitch (though with full context could be) and second one seems to be missing a lot of context.
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Go next prevention was being exploited by other players who were forcing it upon survivors via tunnelling. If you were "playing normally," then odds are you weren't getting tunnelled or targetted by players in this way.
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Springtrap's doors are intended to be near both generators and exit gates. However, there does appear to be a bug in which Springtrap can get stuck between his door and a wall when interacting with totems, so I'm going to upvote in hopes of getting further eyes on this.
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My only addition to this is that there is not any clear way to determine who a tunnelled survivor is, due to things like Off the Record and Decisive Strike being used offensively instead of defensively. Disabling crows for them also would not help them in this situation.
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@Onako said:
Honestly, both systems need to be killswitched immediately. The amount of flaws that both systems have is kind of out outrageous. Have these even been tested on the PTR at all?
At this point there have been so many reports of players getting a warning or even an actual penalty for suspicious behaviour because they got tunneled out, new players buying the game just to refund it an hour later because the same thing happened to them and now some killer players doing it on purpose just to spite survivor players. Not to start with all the Orela players that are being tunneled out on purpose by some fragile manchilds just because of her identity. (Correct me if I am wrong here but isn't this currently literally abusing an exploit?)
And not to start with the AFK crow bs. I literally got them because I had to run over half the map for an unhook. I've read from other players that they got them hiding close to a gen they have been working on before because the killer came to kick it, while they got slugged and even in chase.
But literally the worst offender currently is getting AFK crows when the exit gates are powered and the killer is running No Way Out and Remember Me. Like, what are you supposed to do? Pull another generator out of your behind to work on it? There is literally no way to counteract this. You might as well just build up a glowing billboard with I AM HERE written on it and place it above every remaining survivor in the game…
Talk about a quality of life update without the quality.
Gonna run through and try to hit every point on this comment here.
To start, no, the go next prevention was not properly tested on the PTB. This is due to the PTB not having disconnect penalties, so they could not test how the actual detection system worked. Genuinely a fault of the PTB system, over a developer oversight. With regards to people tunnelling out over the system (or the Orela tunnelling concern) - if they say that is why the tunnel happened, you can report them! It's encouraged, even.
I'm sure you've seen the comment from ThatRyanB about how BHVR is looking for video evidence of the crow issue at play, so I won't run over with a "the devs know dont worry lolge" comment. The system, much like the go next prevention system, may be bugged in this early state, but it's important to note that it does take continued interaction with objectives (gens, healing survivors, unhooking, totems/chests/killer items) in order to lose the built up AFK points, so the survivors who are getting crows may have been failing to interact with items prior to the examples you gave.
With the exit gate example, please note that the crows don't make the loud noise notification until ten seconds after the third crow appears. That hasn't changed, so if a killer beelines to you after you trigger No Way Out, it is likely due to the loud noise notification that perk creates, and not due to you gaining a single AFK crow. You can also go to the other gate instead of waiting at the gate you triggered the loud noise notification at.
edit: downvoting does not prove anything in here incorrect
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SUMMARY OF THE ISSUE: Survivors facing Springtrap cannot hear other survivors' injury noises.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Autohaven Wreckers, Gas Heaven. I am playing with my duo, who is hanging around in case he needs to save me from Springtrap. After vaulting a window while injured, both me and my duo realized my character was not making his usual injured noises, and he could not hear my character. He had used a camera briefly at the start of the match, while I had not.
VIDEO: N/A, I would like to do further testing to see if I can replicate it.
PLAYER LOGS:
- I don't know how to get these, and I would need my duo's logs as well for this.
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Is this after it activates (60 second timer) while injured, or before injury going from healthy to grabbed?
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Upvoting and commenting for further reach. In my opinion, none of the offerings that were set to secret should remain secret - yes, even map offerings, since they're only 20% now and thus have considerably less sway.
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@Mandy said:
Hello!
Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!
This is a wonderful update!! Hopefully we open up the new patch to see that all of these killers have no further issues (fingers crossed), but everyone, please remember that if any issue spawns as a result of this, bring it on back into the forums so we can get some eyes on it.
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@Callahan9116 said:
Ghoul is fine, just use a tiny bit of stealth. Different killers need different strategies, you CANT outrun him, stop trying to. People use the same 10 perks all the time and wonder why they don't work for every killer.
Kaneki's most popular builds either use Barbeque and Chili, or free up the perk slot and use BBQ At Home (Yamori's Mask). The only way you can stealth that is by being in his terror radius, yet somehow unseen, or by hiding in a locker and counting to 12.
Kaneki can be outrun, though, with mindgames and decent tile knowledge. Aggressive killers require aggressive gameplay to counter it.
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The true solution to "going next" is to just allow for the 3 attempts off the hook without reducing the hook timer. Slippery Meat gives you +3 attempts, Up the Ante gives all players +1, and Vigo's Lips give all players +1. Make the last two not stack, and remove luck entirely. That way, players can choose to stack 8 unhook attempts and bang them all out without being able to kill themselves.
Didn't read the rest of the thread due to the ableism on display against epileptics. Hope this is considered on topic still.
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@LordHeXaGoN said:
What if they cant deal with the chest spawns cuz they are very deeply connected with a map generation code.
And if they mb touch it, it will breakes the map generation. XD
Just dont want to create Bug by Daylight, dont you think?If it breaks map generation, then perhaps that's all the more reason to overhaul the system. You could even pair it with the Swamp overhaul and the Dvarka shack map update.
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Upvoting and agreeing in hopes that we get a ED2 Legendary for Ash.
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@Orvarihusklumpen said:
I'm assuming this post was made because of JcGlitchmaster making a video about this but he also did a follow-up to that video where the devs adressed it but not as a bug but that it's an intended feature of the game. https://youtu.be/jFTIsKrHvug?si=o1IOBTBLWEesVPcI
That's correct, OP has submitted it as a bug report and has been told that it was intended, which is why this is now being flagged as feedback, instead of being submitted as a bug report. Even if killer items coming after chests is a intended feature, it doesn't have to be that way. It's being talked about so heavily now due to Springtrap being affected by it, despite being the most anticipated killer in DBD's history.
I'm also hammering down the point that this needs to be fixed before Plague is added to 2v8, as it is a real possibility for the next version of it, which includes incredibly exciting features like the killer bot update and the play while you wait feature - why not also fix something that affects a killer that might join the roster, and make it the best received non-collab 2v8?
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@OrangeBear said:
I don't see the point of reworking those add-ons, won't people just use bbq and bamboozle instead? I also don't see how it's uninteresting playstyles. BBQ encourages killers to leave the hook, it always has. If you dont give the killer good information they'll rely on unhook notifications. The mask can interrupt actions which i admit is annoying but all screaming perks and add-ons do this. I dont see the problem with bamboozle either. Especially if you plan to remove scamper, all it will allow the ghoul to do is break pallets earlier.
I think most of the other changes are good but the power disabling and removing scamper means he will be pretty painful to play on indoor maps, game, lerys, rpd. I would rather enrage vault speed just be reduced to where it can counter god pallets but not the average loop. And the vault damage needs to be fixed as well because most people are lead to believe its a bug or exploit when it's intended.Not OP, but reworking the add-ons that are effectively perks would make him have to take those perks to keep those effects in his kit. It's a fair nerf; as right now, if you run those add-ons, you get the equivalent of 6 perks.
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@MarKrTheDemigod said:
I also wonder if it affects Pig's Jigsaw boxes. If yes, then they could be placed very close to each other, reducing the time required to get rid of head traps.
Even if it doesn't affect the Pig, the first post explains very well why this is detrimental to several killers and it should be changed.
According to another user in the thread, Pig is affected. Here's a full list of killers affected and the related prop:
- Nightmare (Alarm Clock)
- Pig (Jigsaw Box)
- Plague (Pool of Devotion)
- Nemesis and Mastermind (Supply Cases)
- Onryo (TVs)
- Singularity (EMP Supply Cases)
- Xenomorph (Control Station)
- Lich (Magic Item Chests)
- Animatronic (Office Doors)
This is a fourth of the killer roster, with effects on both sides of the coin.
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@Nines_9s said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937261#Comment_3937261
i get Singularity would be an issue but for nem/wesker their items are limited. they will eventually run out of them so their spawns dont matter as much.
It does matter for Nemesis, as the infection does technically fulfill the role of a third health state when interacting with the tentacle whip. This hampers survivor gameplay as it would make them go farther and risk more to reset back to a healthy, safe state.
@Nines_9s said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937257#Comment_3937257
Plague and Freddy's items are affect by chest spawns but the issue with them is that they dont rely solely on their items to do their main gimmick. Plagues can still infect and down players without getting the Vile purge. Freddy has more means to put people back to sleep. if anything the clocks being spread out only causes issues for Survivors since it means they'll have to go across the map/fail a skillcheck to wake upm
In a similar vein to the above paragraph, this effects survivor gameplay. Survivors will have a harder time becoming cleansed, having to go farther out of the way to remove the broken state, and while survivors can wake each other up to counter Nightmare's power, it makes it more difficult in endgame scenarios, where survivors are less likely to be able to fail skill checks (as survivors tend to become more stealthy when other players begin to die, meaning they interact less with healing skill checks and generators), and, obviously, when there's less survivors, there's less people who can wake you up as well.
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@Gillamaru said:
Its unfortunate that the Devs can't see that this issue also affects survivors. The decision, I have no doubt, to set things up this way was meant to put the screws to killers, because we know the devs don't play killer at all. Unfortunately or fortunately, depending on your view, it actually hurts survivors too. This setup empowers killers like Xenomorph, who's killer spawn items are meant to counterplay him. Same with Lich, and even Pig. Imagine that, they BUFFED Pig.
I take their original affirmation of this not being a bug as a sign these devs probably don't have more than a few years left in them. They can't think ahead, they're so bent on making changes to hurt killers like making basically all survivor offerings hidden because THEY suck at their own game. They don't understand that making things more miserable and worse for killers is what is going to kill their game.Thank you for adding more killers effected by this!
I'd also like to ask if a Plague player and a Nightmare player could come onto this thread and inform if her fountains and his clocks respectively are also effected by this, as those are the only other killers with props for themselves. With confirmation, we could potentially compile the full list of effected killers and detail how this can hurt both sides.
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Leaving a link to YayC's longer post on the matter, which includes video and image examples.
@YayC said:
The Issue Explained
This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.
The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:
https://www.youtube.com/watch?v=s0G9U2B-Ctc&
Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.
https://us.v-cdn.net/6030815/uploads/02WIK8VW3TJS/screenbox-20252801-182811.png
The door beside me and the door in the distance infront will be useless for the entire match.
https://us.v-cdn.net/6030815/uploads/FR39BBEWZC5P/screenbox-20252701-182716.png
The door off in the distance is so far aware from main that there is never a reason to use it.
https://us.v-cdn.net/6030815/uploads/TO0LXGI2E9TH/screenshot-2025-06-01-183046.png
Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.
Why this is Such a Problem
This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.
Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.
I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.
How We Attempted to Fix the Issue
We had 2 ways to try and deal with this problem
- We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
- We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.
Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?
Potential Fixes
The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.
- Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
- Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
- Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.
Final Thoughts
Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.
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Going to link to YayC's larger thread on the issue, as it includes video and image examples for anyone who may come onto this post looking for it:
@YayC said:
The Issue Explained
This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.
The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:
https://www.youtube.com/watch?v=s0G9U2B-Ctc&
Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.
https://us.v-cdn.net/6030815/uploads/02WIK8VW3TJS/screenbox-20252801-182811.png
The door beside me and the door in the distance infront will be useless for the entire match.
https://us.v-cdn.net/6030815/uploads/FR39BBEWZC5P/screenbox-20252701-182716.png
The door off in the distance is so far aware from main that there is never a reason to use it.
https://us.v-cdn.net/6030815/uploads/TO0LXGI2E9TH/screenshot-2025-06-01-183046.png
Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.
Why this is Such a Problem
This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.
Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.
I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.
How We Attempted to Fix the Issue
We had 2 ways to try and deal with this problem
- We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
- We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.
Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?
Potential Fixes
The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.
- Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
- Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
- Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.
Final Thoughts
Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.
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Going to link to YayC's larger post on the matter for video and image examples for anyone coming into this post looking for some.
@YayC said:
The Issue Explained
This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.
The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:
https://www.youtube.com/watch?v=s0G9U2B-Ctc&
Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.
https://us.v-cdn.net/6030815/uploads/02WIK8VW3TJS/screenbox-20252801-182811.png
The door beside me and the door in the distance infront will be useless for the entire match.
https://us.v-cdn.net/6030815/uploads/FR39BBEWZC5P/screenbox-20252701-182716.png
The door off in the distance is so far aware from main that there is never a reason to use it.
https://us.v-cdn.net/6030815/uploads/TO0LXGI2E9TH/screenshot-2025-06-01-183046.png
Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.
Why this is Such a Problem
This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.
Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.
I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.
How We Attempted to Fix the Issue
We had 2 ways to try and deal with this problem
- We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
- We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.
Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?
Potential Fixes
The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.
- Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
- Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
- Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.
Final Thoughts
Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.
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Here is further video of how the chests affect Springtrap's door spawns specifically, preventing him from running two killer perks (Human Greed and Hoarder) if he does not want to make it difficult to play the intended way. There are 12 additional chests on this map, as all 4 bots are running the dual chest offering, and Springtrap is running Human Greed and Hoarder, which each spawn 2 additional chests. Since there is no event offering like the Mistletoes or the yearly anniversary offerings, this is technically missing one more additional chest (maxing out at 13 additional chests, or 16 total chests on the map).
https://www.youtube.com/watch?v=RQ7tHGY_uSQAs usual, forgive my audio. In the video, doors 6 and 7 are incredibly far away from the intended generator, while 2 is incredibly close. Door 3 and Door 5 are also pushed away from their respective gen, but are less distant. There is also no door next to the second exit gate due to the door spawns, which hampers his endgame playstyle, which is clearly one of his intended forms of play due to Haywire and the Loot Bag.
Not shown in the video is how the placement of the doors will make it difficult for survivors to efficiently use them for travel across the map, and how it may make it difficult for the survivors to reveal Springtrap while using the cameras. However, one can use their imagination - with doors 3 and 7 facing away from the gen closest to the exit gate, it would be incredibly difficult for Springtrap to be revealed on the way to that gen specifically, and also allows him to take a certain path towards that exit gate to avoid the cameras. Door 4 (the door I enter in the video) is facing away from the gen and the hook it is near, making watching either difficult for survivors.
On top of this, there is also a major note to make here: if any of these killers (or a original killer with a similar issue) are brought to the 2v8 modifier, this interaction is going to need to be fixed, as there is 20 chests on a 2v8 map, and there is no way to remove any of the chests from that modifier, unlike the base mode.
My proposed solution is that killer item spawn rules change - when the map is chosen and props spawn in, gens, hooks, and killer props are placed first, then the base chests, and then any props brought in as a result of a offering, a perk, or a quest (as the Tome 5 Plants take the place of a generator). This would allow Springtrap, Xenomorph, and Sadako to bring chest perks without hampering their oppressive playstyle, but also allows BHVR to add other perks that increase chest spawns (or add the effect to other perks, like Plunderer's Instinct, Moment of Glory, Specialist, and more) without having survivors grief the killer by accident. It would also fix the issue for 2v8's modifier if any of these killers are later added to it.
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Slight agree, with a recommendation: The price should not increase. Keep it fixed at slightly more expensive than skins of that rarity that are not Deep Rift. The only excluded skins from this should be the two Visceral Castlevania skins (Deep Rift Soma, Deep Rift True Form) which pricing would likely be determined by Konami.

