GenmLV10
GenmLV10
About
- Username
- GenmLV10
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Ever since the global AWS outage last year, I have been constantly encountering disconnection issues. Even now, I still cannot play the game normally.
When I use my original network, I can run any other websites and games normally without disconnecting; overall, everything operates quite fine. However, only on Dead by Daylight do I frequently encounter issues with losing connection to the server. Out of ten matches, eight will often lose connection during the loading screen or within 20 seconds of entering the game. This is absolutely unusual.
But I continued to play Dead by Daylight after that because I found a method to bypass this problem, which is using a VPN. As long as I use a VPN, I can guarantee that disconnections will absolutely not occur. I don’t know what exactly went wrong with the official servers. They seem to exhibit behavior that rejects connections from certain users under specific conditions, even if that user's connection is stable. Although I can now barely manage to continue playing this game, having to use a VPN just to play the game is definitely a very strange thing.
I have reported this issue to the officials many times, but they seem to completely lack understanding of their own equipment settings, and the responses from the reception staff were also very unprofessional... This issue regarding losing connection to the server has been reported repeatedly by many people, so this is definitely not the problem of a single player; the problem lies within the servers. In addition, I have also conducted some experiments in custom matches and eventually concluded that the official servers did indeed have some changes after the global AWS outage. I guess these changes are the reason why certain players now lose connection to the server so easily.
Unfortunately, right now, we are helpless regarding this situation. Unless the officials are willing to thoroughly review their internal servers and the issue of their staff's professionalism, this problem will likely not be resolved. It’s either quitting the game or seeking some "Workaround" to bypass the problems generated by the servers.
-
I’ve been dealing with the exact same issue, and it all started after the major AWS server outage last year. I ran some experiments to investigate and found that the BE servers underwent some backend changes. This has made certain players prone to disconnections, even if their internet is high-quality and works perfectly with other apps.
I just tested it again, and unfortunately, the problem persists—nothing has changed. For now, I recommend trying a VPN. It’s the only reliable workaround I’ve found since the server issues began, and it's how I’ve managed to stay connected.
-
Furthermore, we must address a significant challenge regarding game integrity. Beyond the high-intensity playstyles found on the HK server, the prevalence of unauthorized third-party software has deeply impacted the player experience. There appears to be a highly organized ecosystem that provides a continuous stream of disposable accounts for these purposes. Even when enforcement actions are taken, new accounts often reappear almost instantly, making the issue feel persistent and difficult to fully resolve. This ongoing situation remains a major source of frustration for the legitimate player base on the HK server.
While cheating can occur on both the Killer and Survivor sides, in my experience, these cheaters almost always move in packs. It’s rarely a lone wolf; it’s usually two or more people hacking together, or one cheater boosting their friends. They use these hacks to toy with legitimate players.
Having played on the JP server before and primarily playing on the HK server now, I can explicitly state that the number of cheaters in HK far surpasses those in JP. Many players are untrustworthy: Anonymous mode, low hours (under 500), private Steam profiles, empty Steam profiles, existing VAC bans, or playing from non-Steam platforms (mostly Epic Games). If you don't carefully filter players with these traits before a match, the probability of encountering a cheater is high.
-
I’ve been experiencing a similar issue, and it all started right after that global AWS outage.
Currently, there's a 90% chance I can't even play. I either get kicked during the loading screen or within the first 20 seconds of a match. I’ve ruled out my own ISP because I’ve run multiple tests. Most importantly, when I use a VPN, I can play multiple matches without a single disconnect. While this "fixes" it temporarily, the increased delay makes the gameplay experience pretty miserable.
I'm forced to use a VPN because my default connection results in an instant crash. If it were truly my internet, no workaround should work—but clearly, a VPN bypasses the issue.
I’ve tried contacting developement, but the experience was incredibly frustrating. They completely missed the point and kept sending useless canned responses. Despite providing them with my test results, system specs, and even pointing out specific changes in the connection logic post-AWS reboot, they’ve refused to take action. It feels like they'd rather I struggle with a VPN than actually investigate the problem.
I don’t know what’s going on internally, but the lack of coordination is unbelievable. Most of them don't even seem to know what's changed in their own system. I’ve pretty much lost all expectations at this point.
-
@ReverseVelocity said:
You can avoid the explosions pretty easily. They're very clearly telegraphed.
But the whole map feels like a minefield — no matter where I go, there’s always one of his Dream Pallets waiting for me. It’s almost impossible to avoid them completely.
-
Two pallets are allowed to be placed that close to each other? Who thought that was reasonable? That’s absolutely insane!
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885147#Comment_3885147
This is a blacklist and whitelist system, and there will be problems every time the perk is adjusted and updated, especially when in test server.
they forget to add it every time, but this time, they let it out of test server.
Unfortunately, whether a perk is problematic is determined by the devs, not us players.
This issue seems more like something the devs are deliberately ignoring rather than a bug carried over from the PTB, no matter how unreasonable it may seem. The only thing that’s certain is that unless the devs actively decide to adjust how attack actions are categorized, no amount of reports will change anything—just like the reports I and many others have made regarding PWYF and STBFL in the past.
Right now, Lich’s VILE DARKNESS - Flight of the Damned isn’t classified as an attack action, and the devs don’t seem willing to put much effort into maintaining PWYF and STBFL, leading to a messy and inconsistent definition of attack actions. I also hope that issues like the one you reported never happen again.
-
Bro, PWYF and STBFL are already broken. The bug you mentioned has been reported many times before.
Aside from Lich, for example, Pinhead loses PWYF and STBFL when using chains without Engineer’s Fang, Mastermind doesn’t lose STBFL when throwing the Obsession, and Nightmare doesn’t lose PWYF or STBFL when triggering Dream Pallets. There are plenty of other ridiculous situations like these.
The devs won’t take any action until they completely rework these two perks, so try to accept it.
-
Still bug in 8.5.0.
-
They fixed Thwack bug in 8.3.1 but didn't fix the older Game Afoot bug.
Funny.
-
Fixed THWACK but didn’t fix Game Afoot?
-
@BugReporterOnly said:
I have been saying this for a long time myself. They need to be transparent with changes no matter how small. We can't give any feedback if they don't.
I feel the same way. No matter how small the change is, a change is still a change, and as the developers, it's their responsibility to communicate these changes clearly to the players. Sometimes, they deliberately hide certain changes and don't include them in patch notes, and over time, this kind of behavior will only lead to increasing disappointment among players. I hope they can realize this. Dead by Daylight is a very fun game, and I don't want it to be negatively affected by such unprofessional actions from the developers.
-
Still bugged in 8.3.0
-
Still bugged in 8.3.0
-
If Survivors can easily evade the Killer's sight for the entire game, it will prevent the game from being played properly and will even extend the duration. Therefore, the current version of "Distortion" should not exist as a perk.
In recent updates, the developers have been committed to reducing game length. That's why they introduced the 3-gen mechanic, nerfed generator regression perks and stopped releasing new ones, added or adjusted perks that increase generator repair speed, and implemented aura-reading perks to help Killers find Survivors more quickly.
There’s no problem with releasing aura perks because they effectively speed up the game, which is exactly what the developers want. In the past, generator regression perks were heavily criticized, particularly for contributing to longer games. As a result, the developers have stopped creating new regression perks and instead frequently release aura perks to speed up the game's progress, aligning with what most players originally wanted.
-
@Skillfulstone said:
Bro, SBTFL and PWYF have been killed off, the devs won't back down. The perk is useless on many Killers and is now only good when proxy-camping and tunnelling most of time.
Deathslinger & Trickster lose stacks even before taking a health state away (4 stacks lost when Deathslinger spears + M1 the Obssession which means 8 stacks lost in one chase, 2 stacks lost per knife for Trickster which means 8 stacks lost before even taking a health state) which makes the perk unusable on them.
Nemesis loses stacks even when infecting (not damaging) a Survivor, making the perk mediocre on him. Same goes for every hybrid Killers.
I honestly don't think I've seen a single dev ever mention those things when people pointed them out unless it was to say "it's intended" despite some of those things being obviously broken so don't get your hopes up, they killed STBFL and reduced PWYF synergy (what little it did have) and they want to keep it that way.
Like, it's approaching a full year and not a word on this.
Yes, STBFL and PWYF have been ruined, and the reason lies in the developers' poor definition of what constitutes an "attack."
They've created too many bugs and unclear rulings related to attack behavior, and this has become even more obvious after they changed STBFL. I mention Pinhead in particular because the developers made a specific change to him. Sometime between the release of bot and The Skull Merchant, the way Pinhead's right-click ability was classified was altered. Previously, without carrying the Engineer's Fang, Pinhead’s right-click wasn’t considered an attack, meaning it wouldn’t trigger a loss of PWYF tokens. However, in this version, they changed the behavior so that even without Engineer’s Fang, the chains, which don’t cause direct harm, still count as an attack.
I’ve checked all the patch notes during that period, but there’s no mention of changes to Pinhead’s attack classification, so it’s unclear whether this was an unintentional bug or a deliberate, hidden adjustment.
I’ve been commenting on this issue in multiple threads because I want an answer. They haven’t denied that this is a bug, but they’ve also shown a lackluster response to the whole situation. What I want is a clear answer from them.
It’s frustrating that after adjusting STBFL to have similar mechanics to PWYF, the developers have shown little care in maintaining it. They've been entirely dismissive of any issues with STBFL, which makes one question why they bothered changing it in the first place.
-
Still bugged in 8.2.2
-
Still bugged in 8.2.2
-
@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793292#Comment_3793292
STBFL has been nuked from orbit and it's not coming back.
Trickster and Deathslinger lose STBFL token when hitting the Obsession (not damaging) just like Nemesis when infecting (not damaging).
Too many people complained about it and instead of just removing it's camping/tunneling power they just killed the perk.
Yes, I believe the changes made to STBFL by the developers are a complete failure. They haven't addressed the core issues, and instead have introduced more bugs or unfair mechanics.
Moreover, whenever a new DLC chapter is released, STBFL and PWYF often experience new bugs. For example, this time Dracula had issues in the PTB as well.
However, while the bugs related to Dracula have been fixed, Vecna from the previous chapter hasn't received any changes at all, which is quite surprising.
I hope the developers can put more care into maintaining STBFL and PWYF. If not, it might have been better to leave them untouched from the beginning.
-
Still bugged in 8.2.1
-
Still bugged in 8.2.1
-
Still bugged in 8.2.0
-
Still bugged in 8.2.0
-
@Jean_Cobra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774008#Comment_3774008
The Knight enters the room.
About Pinhead, i think they will just change some mechanic like the Box spawn logic for something much more RNG than before, put some add-ons as basekit and perhaps rework the possessed chain. The Cenobite is fine for me, he doesn't need huge nerf or changements, just some issue about the QoL and the Box/Chains event
If the upcoming changes can maintain Pinhead's strength while still allowing survivors to have countermeasures, then I think it is acceptable. I hope that the changes to Pinhead will not disrupt the balance or create numerous bugs that cannot be quickly fixed, but instead make the overall gameplay experience smoother.
-
@Hex_Ignored said:
He is one of the top killers in terms of kill rates, higher than the desired 60%. He will get changes and saying that bhvr shouldn't change anything because it might cause bugs, is silly, because then they couldn't change anything ever again.
Looking at past data, Pinhead's kill rate in each version generally falls within the range of 50% to 60%, not significantly different from most other killers. His overall kill rate should be at most close to 60%.
Moreover, the kill rate is not the key factor in deciding whether to nerf or buff a killer; it's just a reference. The main consideration is the complaints from players about certain killers. If you pay attention to the official changes to some killers in recent versions, you'll find that their adjustments are often based on common player complaints. These changes might not even involve nerfs or buffs but are just tweaks to less popular playstyles. If adjustments were based solely on the kill rate, Freddy would need to be nerfed.
Now, regarding bugs, it's indeed unreasonable not to make changes just because they might cause bugs. However, from past experience, Pinhead's situation is very special. In the past, there have been many unavoidable bugs related to his strength balance, such as the chain hunting bug, camera rotation bug, and camera zoom bug. When these bugs, which severely affected Pinhead's functionality and balance, occurred, it often took the developers several months to fix them. For example, the chain hunting bug I mentioned earlier, and the camera zoom bug, which had slight changes in each version until it finally stabilized. This indicates that even if the developers want to fix Pinhead's bugs, their technical capabilities are insufficient for quick resolution. The various incidents suggest that Pinhead is indeed a very complex killer, and his complexity might be beyond the developers' technical control. Simply adding a mechanism last time disrupted Pinhead's chain hunting for over 7 months, proving that the developers' management of Pinhead is problematic.
Of course, if the developers insist on changing Pinhead, they can do so if they can effectively solve his issues. Given their past tendency to release half-baked solutions that worsened the situation, I believe adjusting Pinhead will be a significant challenge for them. Finally, if the developers insist on adjusting Pinhead, I hope they will pay more attention to him and monitor his situation closely after the update, as it could potentially bring severe bugs. Please try not to repeat past mistakes. Good luck, developers!
-
Additionally, when the map has a two-story structure, sometimes when Pinhead places his gateway from the lower floor to the upper floor, the gateway occasionally gets stuck just below the ceiling. This might be due to map generation issues, causing a standing point to be created under the ceiling where it shouldn't exist. Please address this problem as well.
-
@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773352#Comment_3773352
Your argument was being able to track surivors helps to not have to revert to gensitting but at the same time it facilitates it.
You can now see that another survivor is approaching the last gen and you can leave chase to protect said gen.
Under normal circumstances, if survivors want to avoid being detected, they naturally move slowly. If survivors don't run, they won't leave any scratch marks. Even if scratch marks are optimized, it won't cause any changes.
-
@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773331#Comment_3773331
If you find a survivor on the last gen, chase them then see scratch marks near that same gen are you not gonna go defend that gen?
Typically, killers determine whether there are survivors near a generator not through scratch marks, but by the generator's progress. If the generator's progress increases periodically, it indicates that a survivor is nearby, and the killer will become more vigilant, even if no scratch marks are left behind.
Moreover, the overly defensive playstyle around generators has already been addressed by the recently added 3-gen mechanism, which limits killers from defending a specific generator too aggressively. This is not an issue.
-
This doesn't seem like a buff; it looks more like a fix for the scratch marks.
In the past, scratch marks were very clear, but starting from a certain version, they gradually became blurry, causing many complaints.
If I'm a killer, and during a chase, I lose the target because of unclear scratch marks, it prevents me from quickly entering the next chase. Therefore, I can only choose to go back and defend the generators until I see the next target. This playstyle inevitably prolongs the game time. I don't think this is what the developers want to see.
-
They really keep ignoring this problem,this is the answer,and still no announcement.
-
Still bugged in 8.0.2
-
Still bugged in 8.0.1
-
Still bugged in 8.0.0
-
Yes, in fact, the official handling of perks related to attack actions has always been very lazy.
For example, a Pinhead without Engineer's Fang will lose one token of PWYF every time he throws a chain, and two tokens of STBFL every time he hits the obsession with the chain.
Or take the Knight, for instance. When his guards attack the obsession, he only loses one token of PWYF but doesn't lose two tokens of STBFL.
Moreover, the issue presented in this post is something they have no intention of handling. They never seem to prioritize aspects related to attack actions, and this post will likely be ignored by the officials...
-
@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649355#Comment_3649355
Just re-tested it and you were right on this, my bad on that part. I swear PWYF used to have that behavior with Clown. I apologize for the misinfo, will edit my comment to prevent people from being misguided.
According to the wiki, Clown's direct bottle hits behave like special attacks, but are not actually listed as special attacks just like Trapper's trap catch events. However, Trickster falls under that category of "Other Attacks" yet all of his blade hits, even the ones that don't result in injuries, consumes tokens. I think we can safely come to an agreement that this is the result of spaghetti code.
Don't mind, in fact, Pinhead has also experienced such situations.
Initially, Pinhead's chains were not considered as "attack behavior" in any circumstances, even with Engineer's Fang equipped. Obviously, this was a mistake. Therefore, they later corrected this error and announced that the chains would only be considered as "attack behavior" when Engineer's Fang was equipped.
However, between the release of the Bot and the Skull Merchant, developers made a secret change without any announcement, which was to classify the chains as "attack behavior" in any circumstances. This change resulted in Pinhead being unable to use Play with Your Food at all, and the current Save the Best for Last is affected similarly.
Additionally, previously, there were issues with Oni and Pinhead equipped with Play with Your Food. Whenever Oni transformed, each of his attacks would consume 2 tokens of Play with Your Food, and similarly, Pinhead would lose 2 tokens of Play with Your Food each time he threw a chain. This error was never mentioned in any announcements, and the fix was also completed without any notification.
Therefore, we can conclude that BE has the ability to make secret changes without notifying players, and it's not surprising if a classification change occurs without notice.
-
@glitchboi said:
STBFL only consumes tokens when a basic/special attack hits a survivor. If it misses, the tokens stay. PWYF consumes tokens even if you miss your basic/special attack, meaning Trickster can lose all PWYF stacks quickly. Both are working as intended (except for Knight's guards not consuming STBFL), but that doesn't mean I think it's justified the way it works.
Pinhead's chain bound and Clown's bottle hits have always been considered special attacks. It's very weird but that's how it works. Hitting the obsession with a direct bottle hit would literally consume 2 tokens of STBFL, and 2 more tokens if you hit the obsession with a basic attack.
I've always wanted them to change how PWYF works so that it doesn't consume tokens on missed attacks including M1's. Looks like STBFL is the new victim of this situation. Hopefully they revert STBFL completely because it was my favorite perk to run on Pinhead. Rapid is my new alternative for Pinhead but it's not as good as STBFL since Pinhead stands still a lot.
In my tests, the Clown's bottle throws didn't lose any Play with Your Food or Save the Best for Last tokens, so I believe BE didn't classify the Clown's bottle throws as "attack actions".