HolyDarky
HolyDarky
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@AhoyWolf said:
Is that a bug? Or did the Aura finally got the killer power treatement and no longer works with perks and status effects? (blindness)
I think it is intended because Springtrap's aura gets revealed due to a built-in killer feature. That's also the reason why Springtrap's aura is revealed in white, which is typical the killer-feature-aura (like turrets, jigsaw boxen ect).
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@ThatRyanB said:
Thanks for sharing all the details in this thread! In particular, that video is incredibly helpful. I've passed it on to the team, who are investigating this issue as a priority.
Thank you very much! It means a lot to us, the Artist mains, that you treat it as a priority issue
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005869#Comment_4005869
4. 1% will do no difference, since you still can attack this survivor in head form, so I don't see how it will remove her tunnel power.
6. Yeah, Unknown as whole is complete joke killer. Didn't touch him almost since release.
I think transition to body form is fine. Yeah, feels a bit slow, but survivors need a bit of distance too, since you can start transform right on top of them.
Vault is completely fine too imo. Right now it's barely enough in middle size loops and not enough in short loops, why would you do it even slower? Make it similiar to Wesker, where it does something only on god pallets? Yeah, but she can't brake pallet in this form, so any lower will be absolutely terrible to play as, especially with new spawns on which you can chain pallets one by one easily.1 - Yes, but it will still take her three Intestinal Whip attacks before the survivor is fully Leeched. Putting it to 1% reduces the tunnel potential and forces her to go bodyform and at this point she is more encouraged to go for the rescuer since the unhooked survivor is slowed down with looking for a fungi.
6 - The Harmless
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@fussy said:
I think majority of players can agree that she is very strong S tier killer. And while I don't mind have more S tier killers, especially with keeping in mind that killers will be forced to do nothing except chase different survivors one by one, I DO mind S tier killers which are super easy to play as.
And I think we can make Krasue harder to play as and more fair to play against without destroying her completely.
1. 1.5s stagger after using Regurgitate
That's the first thing I would like to see. I think it's pretty ridiculous that you have opportunity infect survivor AND hit him just in vault animation. This change also will help with having more opportunity to reach safety after being infected.
2. Intestinal Whip will now ignore obstructions for 0.2 seconds. (was 0.6 seconds)While this change feels very enjoyable, I think it's also the change, which dumbed down killer's skill floor a lot from PTB. So point of this change is help with start of Intestinal Whip (next IW) and don't get stuck on weird map collision, but remove loop hugging. Increased turn rate already did a lot in terms of helping with managing her during the dash. Maybe even revert this change at all.
3. Increased the initial number of Glowing Fungus to 6 (was 4) and maximum number to 10 (was 8).I don't believe it was necessary change at all. She is not Singularity, where you NEED to have counterplay to infections limited, because her infections is more 1v1 tool and less 1v4. She can infect pretty easily and I don't think there were problems with amount of Fungus on PTB at all.
4. Survivors no more have Leeched status after unhook.Maybe not needed change, if survivors will lose collision and other basekit anti-tunnel in nearest future, but right now she is the best tunneler in the game.
5. Decreased time to eat Glowing Fungus interaction to 1,5 seconds. (was 3s) Survivor's moving speed while eating 3,2m/s (was 2,83m/s).
With this change I want to give survivors opportunity to eat Fungus during the chase, because now it's pretty hard. And I truly hated EMPs before nerfs on Singularity, but Krasue is different. Her chase in most cases even stronger, her infections are even easier, she MUST fight for infectious and it should be more punishing, if you didn't land a single hit in 20 seconds in head form.
The only thing I afraid of is picking Fungus during the chase multiple times, like it was with EMPs, so maybe slightly increase time to pick them up?
6. Chicken Head now spawn 4 (was 2) additional Glowing Fungus
I honestly hate these "infection from start" one time addons and never run them, but on killer with such good mobility and chase power, I think it's really strong addon. I just think there should be much more Fungus on map with this addon.
I believe with these changes she will be much more manageable and still will be solid A tier killer with way higher skill floor that she has now. Thank you for attention!I played her a lot the last two days and I don't think she is an S tier killer like many people say because she has the extra step of infect survivors and bodyblocking is her biggest nightmare. She also has some other counterplay. However, she has some unhealthy issues that need to be fixed to put her in a better spot. I personally dislike S tier killer and I want her in a good A tier spot that is fun to play as and against.
- This should be fine. My main issue is that the Regurgitate is a bit too spammable and you need to hit a survivor just once. But I think a delay of m1 is better than increasing the cooldown or something else.
- The PTB intestinal Whip felt really awkward due to the 0.5 second of nothing and no real hug tech. My suggestion was to either give it either a hug tech feature or remove the window of nothingness. The devs, chose kinda both and even more (a difficult to react special attack with hug tech, long distance). This resulted in a less skillful special attack but also in a smoother one. I want a good balance between it should be smooth to use but with a higher skill ceiling that also makes fun to use.
- I don't understand why they nerfed the fungi. In fact my PTB feedback was to buff them a little bit since curing still let's you take damage form the Intestinal Whip and you are still affected by addodns such as the blindness one.
- My suggestion was and is that the infection should go to 1% when you get unhook (similar to Wesker) just to remove her tunnel power but still benefit from slowdown. Otherwise, you will put the killer in a similar situation like Singularity where hooking punishes you - it results from a strong tunneler to a strong slugger.
- Seems fair but it should be 2 seconds.
- The only thing that makes me laugh is that Unknown has the worst one despite having the weakest status effect of all of them (Krasue, Wesker, Singularity). The addon should have a slightly higher downside since it is a really oppressive addon due to immediate lethality, slowdown, risk, ans getting rid of resources without giving them more. I want good addons and variety but no broken stuff like this with the mentioned inconsistency.
I also want to add that even though she needs some nerf-tweaks, she also needs some type of buff-tweaks like the transition from Head to Body still feels a bit bad, especially when you are forced to do it due to bodyblocking or breaking pallets. Speaking of pallets, out of curiosity, why did you gave no changes to the vaulting feature?
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004920#Comment_4004920
AMN from Yui is really strong and funny against her since she can vault a pallet when you try to pick it up
Just tried it in custom and it doesn't work anymore.
She has a bit of hugtech but you can still hear attack sound and then react to hit. Camping a pallet is helful.
You can't react to it, if she just stands next to a pallet and if you drop it early, she can just vault…
Oh, I thought that would still work, my bad.
You can't react to it, if she just stands next to a pallet and if you drop it early, she can just vault…
It does not work on every pallet but on small ones, you can go for the stun while medium ones are often too not long enough to get the hit after a vault like double pallets can be really tricky for her when both are dropped.
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@Cassiopeiae said:
This isn’t a rant about the new killer being OP or unfair.
Just want to know what I, as a survivor, can actually do to avoid getting downed before I even reach a minute of chase time.
Watching the stream and being told to just eat the mushrooms hasn’t been very helpful. Eating them mid-chase doesn’t work, the leeches take too long to drop off, and the slowdown while eating makes you an easy target. You can’t reliably force her to transform back during a chase, which means you’re stuck dealing with her long lunge, vaulting ability, and rocket-like speed.
I’ve read about her power in her bio, but that isn’t very helpful for countering her as a survivor, it’s just useful when playing as her. Any advice from someone who knows how to deal with her would be greatly appreciated.
- Important to keep in mind that her Headform is useless against non infected survivors, so if a survivor is infected and in danger, someone should help this person with bodyblocking. Bodyblocking as a non infected is key. It is similar to Twins, group up and protect teammates.
- You should always have a fungi at your hand - either for yourself or for your teammates. It is also better to eat the fungi first and then heal - saves some time. You should never give her a free health state by becoming broken. Cleansing also forces her to switch to bodyform, which means she will switch back to headform and creates a new fungi.
- If you are cleansing and the killer is not in chase, play a bit safe because getting rid of infection is more important than a gen.
- She still struggles against tiles with windows and pallets, so these are really stong ones. In general, double pallets or interconntected short loops are pretty good against her and force her to break one pallet.
- She has a bit of hugtech but you can still hear attack sound and then react to hit. Camping a pallet is helful.
- Some perks such as Dead Hard are really strong against her because you can time it prefectly - kinda like when Nurse, Blight, or Bubba uses their M2.
- Understanding the projectile is also important, if you can avoid an infection, it means time for you and the time.
- You should never get caught in the open since even when not infected, she can still infect and then M1 you - similar to Plague or Trickster.
- She also relies a little bit on perks such as Bamboozle, so always check for her perks to not get caught off guard by a blocked window or pallet due to Blood Favour or Dissulition.
- In her headform, she has a 40meter terrorradius, so prerunning to a strong tile can be good if you feel like she's coming to you.
- AMN from Yui is really strong and funny against her since she can vault a pallet when you try to pick it up, so for the memes but also as a decent counter, it might be worth the slot - also gives you infos where your solo teammates get chased and which pallets they drop. Krasue is also that type of killer that rather outplays pallets instead of breaking them, so it provides a much against her but also against other killers.
These are some counters that I found during my matches as and against her. She is a strong killer that have some unhealthy issues but things need to settle down a little bit. However, I hope my tips can help you a little bit!
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003004#Comment_4003004
Agree on pretty much every point, especially regarding the improvements around the 3rd hook power block. Power block around hooks otherwise I think is fine, cause Artists crows are very versatile in general and she can still pose in effective threat. If she allowed to place it under hooks, there is literally 0 counterplay.
The only point I am not sure on is your suggestion to take away crows removed by lockers. Being able to jump in a locker to remove crows is I think a nice counterbalance to the fact Artist can zone so effectively; it gives an option back where many counterplay options are otherwise taken away from the Survivor.
There is also the point that Artist has builds that can counter this weakness, such as taking Iron Maiden combined with her Expose Iri, which gives some potentially interesting build considerations. On a killer that is still pretty darned strong and versatile, I don't think these weaknesses are unreasonable.
To your second point: Maybe I'm misunderstanding you, so please correct me if I'm wrong but the zoning part and the locker interaction are two different things. If Artist zones the survivor, then this means she is close to the survivor and aims for a direct hit. Therefore, there is no reason for the survivor to jump in a locker since they are not swarmed. The only time it is safe to jump in a locker is when you got swarmed from afar and that's the frustating/unbalanced part; It takes a lot of skill to snipe a survivor from afar but one locker to counter it. If this part gets removed or weakened, survivors can still counter a damage hit by dodging the second bird, which would also be more skillful.
The Garden of Rot addon (the exposing one) is a skill issue addon because it encourages the Artist player to not use her power for damage. Instead, it encourages the Artist player to swarm the survivor and walk behind them until the swarm is removed - no need to snipe with a second one. Beyond that, survivors only get exposed when they successfully repelled the swarm - locker does not count - and - again - a survivor will never jump in front of the Artist in a locker. A personal opinion, I don't like these type of exposing addons since they are either unhealthy, broken, useless, or stupid. Same issue has Iron Maiden: when you snipe from afar, it is so easy and free to jump in a locker and then the exposing part doesn't matter since Artist lacks the mobility to take advantage of it. lastly, it is not a good balance when your power that requires high skill and effort gets countered in such an easy way and a semi solution for this is a perk or specific combination. All this does is limiting the vvariety. In this case the perk/addon is not a solution and the issue remains but there are other examples like weaker killers need to use Bamboozle since there are still many strong windows in the game.
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@BugReporterOnly said:
If I'm aiming them away from the hook it should allow my crows in ecg. Also I think her crows should do these things or at least one of these things in the match not just ecg,
Prevent fast actions when swarmed.
The crows should no longer be removed by lockers if anything they should swarm the locker they get in.
Hinder survivor a bit (if they can't do rushed actions this wouldn't be added)
Hey, P100 Artist main here.
The built-in anti-camp-feature is overall fine. The main issue is that the feature even triggers when you hook a survivor the thrid time. You have to wait until the animation is over before you can place a crow nearby. On the PTB, survivors got a 25% gen-repair bonus when one survivor is dead before six hooks. This bonus triggered right after the hook animation - not after the hook becomes broken animation. Therefore, it would be possible to change it to make it more smooth.
Another issue is that the built-in anti-face-camp-feature is very inconsistent: Why have Artist and Dredge one but Bubba and Billy have nothing even though their power makes it much more difficult to rescue a survivor. If anything, it should be more consistent instead of punishing specific killers while other ones can use their power for free. It is also fair that it works in the endgame since a rescue still needs coordination and skill and Artist can still make a rescue difficult even with the feature. It also makes the endgame more interesting when a rescue is possible.
Prevent fast actions when swarmed.
No. If a survivor stops the repelling action, the swarm resets which is already huge. This feature encourages survivors to use their brain and make the decision between getting rid of the swarm or taking a risk by resetting it but as an exchange vaulting a good window/pallet.
The crows should no longer be removed by lockers if anything they should swarm the locker they get in.
Yes, it is an unhealthy interaction that the Artist player needs to make a high-skill snipe but it takes one locker to make it completely useless. Either survivors can no longer jump in a locker when swarmed or - in my opinion better - jumping in a locker still removes the swarm but you need to stay for eight seconds in it to remove the swarm. This would result in a fair reward for the Artist player while the survivor has to make the decision between jumping into a locker and staying in it for eight seconds or trying to dodge the second crow. This would be a fairer counterplay. In general, the locker-interaction is very inconsistent: For example, a survivor can avoid Doctor's blast when staying in a locker (no madness and/or scream) but not Sadako's condemned.
Hinder survivor a bit (if they can't do rushed actions this wouldn't be added)
No, this is not a feature/tweak/buff she needs. She also has an addon for it and would be better if this one would get a little buff instead of making basekit. However, what should become basekit (at least half) is severed tongue to make her smoother. Most of the time, she needs to hit survivors twice and therefore, should feel smoother and less punishing.
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@SoGo said:
Returning to this, since it pretty much still proves ro be true.
Milestones are unrewarding, daily rituals are required, passive rift fragment gain helps no one.
I still stand by all of the things suggested in this post, with one added thing, which I put in with the edit.
In three weeks(?), we will get the new Rift and I hope with this new one, the devs will make the Rift a bit more faster by buffing the Milestone riftfragment rewards and maybe give us more weekly quests (increasing to eight or even ten). It would also be cool if the BP reward for Milestones would be a bit more to be - as you already said - less unrewarding. The Halloween and 2v8 event will also happen during the next rift and I hope they will more quests to get the rift done.
A bit off topic but I also miss the rift fragment and Blood Rush/Hunt weeks we had nearly every month since they also made the grind a bit easier. It is an awkward direction the developer go: On the one hand, they try to reduce the grind but then add new grinds or reduce the wrong one (best example the reduced cake spawns during the anniversary event).
I really appreciate the new Rift with their colour variants (more cosmetics for free) and the cosmetics, banners, badges, charms, and more become better and better but the grind becomes worse. I know it is bad when players can get the rift done in five weeks but it is also bad when you get the rift barely done even when you play more than the average.
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@ThatRyanB said:
Confirming, the PTB will go live tomorrow (Wednesday, September 3) at 11am ET. As mentioned above, the Discord preview of the PTB will begin slightly earlier at 10am ET.
One thing I want to say: I really appreciate the little teaser-week you, the dev-team, did for this killer. It reminded me on the All-Things-Wicked-teasers in a good way and makes me so exciting for this killer/chapter. Please, keep this up!
However, the only sad thing was the miscommunication: In the developer update it said "Tuseday" but then the teaser said Wednesday, which was really confusing for so many people because a few watch a teaser till the end and we are used to have PTBs on Tuseday. Then, today the social media accounts made tne announcements for Wednesday while the dev update was edited "Tuseday → Wednesday". An offical information of like "There was a mistake, it's Wednesday and not Tuseday" would have been very helpful.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992807#Comment_3992807
Yeah, sadly we're just getting a numbers. No PTB tomorrow
If this is true, that would be so bad for everyone :/
I can understand that many players are afraid of the announced slug- and tunnel-features and many of them already go crazy but if tomorrow the developers drop the patch notes without the PTB where we can test things first (or at least watch it for the once who have no access to the PTB), then this will be an unfun day for the Community Managers and Mods :/
On top it, it would also ruin the announcement of the new killer when we know how their power works but cannot see it in action with maybe details that are not listed in the notes. Same for the survivor as the six new perks, when we cannot see them in action.
Then, I rather wish everything is postponed to Wednesday.
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@TheGoone said:
Why is it on Wednesday thought it was always supposed to be on Tuesday?
Because at the end of the teaser (linked in my start post), it says September 3rd. Usually, it is always Tuesday - with the exception of the Houndmaster PTB - but it's confusing that the teaser hints a different date than Tuesday even though the dev update says Tuesday.
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@Birken13 said:
Yeah I feel like they could have clarified and told us about the change along with the teaser. Just a small tweet saying "Just so everyone knows, we moved the PTB forward one day. So instead of September 2nd, it will be on September 3rd."
Idk. Currently both can be true that either the developer update is wrong and they forgot to change it because they copied and pasted it - the PTB was postponed due to the QoL update. But the teaser could also be wrong and someone messed it up. The teaser could also be right and they had to choose the Wednesday due to different reasons.
@CompetitifDBD said:
PTBs always starts on the same day DBD releases weekly stuff like your store gift, quests and updates. That day is Tuesday, and sometimes updates drop on Thursday too.
Yes, but the trailer says September 3rd, which is Wednesday. The only time a PTB was not on a Tuesday was the Houndmaster one but that was a shadow drop on a Thursday. Now we have two different time information- Tuesday according to the dev update and Wednesday according to the latest teaser/trailer.
@SkeletonDance said:
Tomorrow we're just getting a live balance preview on discord. It's Wednesday
But that would make little to no sense because the developer update also says that we will get the patch notes for the PTB once the perk preview on discord is over. So, we would get all infos about the new perks, perk updates, killer power, and ew features but have to wait 24h until we can test it on the PTB. That would be so messed up.
It is so confusing because both are official information :/
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Two questions:
You said that killers will get a basekit-like BBQ which reveals the survivors with not many hooks, is this like an aura reading effect that can be avoided with going into a locker or having Distortion or OTR? Or is it a complete new and unavoidable effect?
How much is the gen speed get when a survivor dies before 6 hook states? Is it just a little like 5% or is it more?
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@SoGo said:
I agree with you.
I also think that the map should not be a part of the Withered Isle. It should be a part of Léry's Memorial Institute.
Both of these would have way more things in common than now.
I really hope they will expand and relocate the map.
Yeah, I think it would fit better in Lerys.
I also have no idea how to fix this map in a good way. Many people claim that maps like Forgotten Ruins, Haddonfield, and Midwich are extremely killersided and need a big change when that's not the case. You play the maps in a different way which lets many players struggle. Forgotten Ruins is about using the portals and prerunning while not wasting the outside pallets - take the hit and run into the portals. The only real fix this map needs is move the exit gates more behind the main building and shack so the killer can not see both at the same time. Haddonfield is more around Windows and needs a fix in its RNG to make it more reliable in terms of pallets. Also add more line of sight blockers to the middle. Midwich is excellent for prerunning, switching floors, and other stuff. But this map. It is not a window or prerunning map - it is a pallet map with really bad pallets and too much line of sight. Every killer performs good on it due to its small size, excellent three gen, and the other stuff. Usually, killers have good and bad maps like Forgotten Ruins is bad for Knight, or Twins; Léry's is bad for Oni and Billy but Coldwind is good for them.
The best solution - in my opinion - remove the map and add the tile to a different map. This would save so much time that is needed elsewhere.
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@Coordi said:
Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.
I'm really disappointed about the situation:
First, there are many threads - here and on social media - that tell you, the developers, to kill switch Streetwise because it feels so stupid when someone abuses the bug to get an unfair advantage. At the very least, once the community comes to the agreement that something needs to be kill switch, you should talk about it and maybe change your criteria in this specific case. Having requirements is a good thing, so no one can abuse the system mindlessly, but there are also exceptions.
Next, not getting banned for abusing an exploit is insane to me. People abuse this bug to get an unfair advantage and it's not about losing or winning a match due to a bug abuser, it is also a sad statement for the community that these people get away with it scotty free. We don't need players who abuse exploits to get an unfair advantage or to make the game miserable for other players. Don't you think it is a sad statement?
Lastly, i know it is your job to communicate between the developers and the community but I feel really sorry for you - not only when some people are really ######### to you or any other CM. Even when the situation is bad, there is no reason to be rude to anyone. I wish one of the employees who told you "no, it doesn't get kill switched" would communicate with us in that case. So, at the very least, the one who causes this miserable situation gets our feedback directly and knows how we feel about it. Even now, when I write this message, it doesn't address the one who refuses to kill Switch Streetwise, but I also can not sit here and say nothing about a miserable situation.
Overall, it is not only about kill switching something to stop bug abusing, it is also about the health and happiness of the community aas well as having a good relationship between you, the developers, and us, the community.
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@GenJockeyNance said:
Wow I didn't think I'd ever be back on the forums again to give critique because I took like a long 2 year break but I digress. This map made me come out of the woodwork in hopes that maybe my feedback can contribute.
So firstly, the walking dead comes to dbd, cool. The survivors look great despite issues with their sounds, it can be fixed.
The map.... This is where I loaded in and just said oh no. I want to preface this by saying I'm a walking dead fan. Have been for years. I've also been a fan of almost every license dead by daylight has in their game. I've loved every licensed map they've released including the map variants in already existing realms (pizzeria comes to mind. Love the aesthetic of that map). So why do I have a problem with this walking dead map? Well.
The map is insulting first and foremost. Why isn't twd deserving of its own map and realm or at the very least a map within a realm like the pizzeria? Tell me there is any iconic locations in the series to limit it to a single low grade tile. Why is twd the only license to release with such a low effort and half assed attempt with a map? Resident Evil, Silent Hill, Alien, Stranger Things, Halloween, Fnaf, etc all come with their own maps or at least a map within an existing realm.
The "map" itself has to be the worst map ever made and released. The only "cool" thing about the map is the dead inside don't open with the sound effects and that's all it has going for it - legitimately there is nothing else. The atmosphere is just murky, there aren't really any tiles, it's just rocks and filler pallets with a killer shack. There is nothing about this map aside from dead inside don't open that would tell me this is a walking dead map. Nothing about this map shows the love and appreciation of obtaining the license like they did with RPD - that map, while at release was problematic, is beautifully detailed and gorgeous. You're in the world of Resident Evil when you load into RPD but Fallen Refuge? Twd? Where?
I'm disappointed and frankly, a little insulted this is how the franchise is being treated. There is no reason it didn't deserve it's own map.
This map never should have been released, it's awful.
Please, for the love of god bhvr, remove this map and tell us it was a prank. That you're pulling it to give it the love and identity it deserves. Please consider reworking Fallen Refuge completely. It's such an awful map and probably the worst you've ever done. I'd like to step into the world of walking dead if there's to be a map, lose myself momentarily in the immersion and what we got instead just leaves me empty and not taken away like I was with RPD. It leaves me looking around the map alright... Wondering how in the world is this supposed to be based off and inspired by the walking dead. I load into that map and I don't feel no love or care that went into the license which is disappointing because I know you're capable of doing it with my most referenced example being RPD.
This map sucks in every single way. I made a post about all the issues this map has. But in short: This map gave BHVR more work and us nothing but misery.
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@Kusok_Palena said:
I mean, it was 20% in previous update, and now it's 14% again?
No, the developers confirmed that this is just a visual bug. The description is wrong but the effect is still the right one (20% and not the old 14%).
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@ThatRyanB said:
Hey folks. I really appreciate all of your feedback on the Fog Vial in here. We're actively collecting this feedback in order to bring it back to the team, so please know, it's being read.
As you get chances to encounter this item in the wild, please don't hesitate to share your in-game experiences here. Specifics about what feels good and what doesn't (like the note about The Spirit above!) are super helpful.
One thing that I want to add about the Fog Vials: It feels pretty awful that you cannot see the aura of hooks. Over the past few months, hooking became so awful for killers because you basically make the survivors stronger with hooking them (OTR, DS, faster healing, 70 seconds timer, ect.) while killer perks got nerfed that reward killers for hooking. It also takes a lot of time to hook survivors and makes the killer more vulnerable (flashlight/pallet save but also sabotaging plays that became so free and easy to do). The new conviction perk is also an unhealthy addition to the game because besides many other unhealthy aspects it forces the killer to hook fast in an unhealthy way. If this perk is your way to encourge the killers to hook survivors, then its the wrong way. Same with your idea of basekit UB and Tenacity, the answer to less slugging should never be a punishment.
In my opinion, this game is healthy when its build around hooking survivors but over the past few months, we moved away from hooking is good. Before Knock Out got nerfed, killers liked to slug more because with slugging you don't have all of the problems you have with hooking (abusing of anti-tunnel perks, faster healing, risking a rescue, and wasting time). Before patch 6.1.0 killers loved to hooking survivors and slugging as well as tunneling were less common because we had much more rewarding stuff for playing around hooks (e.g. BBQ, stronger Pop) but also fewer things that spoke against it. So, the point is, adding more stuff that makes hooking awful, it will lead into a more unhealthy metagame.
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@sizzlingmario4 said:
They don't need to remove any status effects from Vigil. It just needs a lower recovery percentage and to not affect killer powers
Agree. This perk counters two killers directly (Clown and Freddy) and three others to some degree (Nemesis, Houndmaster, and Unknown). No perk should counter killer powers in any given way. They even tweaked Unbound to no longer work with Wesker or Legion. Also, reducing the recovery rate because currently it counters 30 perks and 30 addons for free which limits the variety of killer builds even more and forces them to only run slowdown. It also makes already strong exhaustion perks even stronger. All that for free.
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@Memesis said:
Seems like too many (expensive) time consuming factors to get Capcom and AMC to agree to something so insignificant in their perspective. If so, I'd love that. But that means don't forget Bill, he needs an interaction with zombies too!
@EmotionalDaisy said:
Title. I know they added a bunch of unique lines for the 3 of them, which is so freaking cool. But i have been Daryl versus a Nemesis, and he doesn't say anything about a walker when he sees the zombies (i call Misty and Carl) Do they not say anything if they see them?
If they do not have voice lines, can future Walking Dead characters like Maggie say something? Something like ;
"Walkers? Here?!"
"Walker got me infected! "
"These walkers..dont want to eat us?"
Ect ect.
I guess either it is too complicated or they haven't thought about it. Alan Wake has zero voice lines when he faces Artist even though both have a deeper connection to crows. Alan only reacts to afk crows :/
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974089#Comment_3974089
I also miss Glyphs so much :(
Mainly the white ones, those gave you such a great bonus.
Are they back? I heard that the BP bonus from white glyphs got removed
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@ThatRyanB said:
To add a little clarity to this, the fix we're aiming to include in the second bugfix patch is focused on adjusting the levels / volume of some of her sound effects - particularly in cases where they're louder than intended.
Why can the team fix Michonne's volume of sound effects but it still takes years to fix other volume of sounds? Jeff is a very loud character while Ada and Ace are very quiet characters and Orela has basically basekit Iron Will. Why can't you make all characters the same volume, so there are no longer pay to win and pay to lose characters? At the very least, it seems like you can adjust survivor sounds.
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@Rizzo said:
Could you please attach the logs?
To find them:
- Press the Windows Key + R to open the "Run" command.
- In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
- Click "OK" - this will open your Dead by Daylight Logs folder.
- If it does not open the Dead by Daylight Logs folder, it may mean that when installing Dead by Daylight you chose to save your files somewhere else and will need to check there.
- The file called "DeadByDaylight.log" is your log file
Thank you.
I added the logs and a video to my post
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Yeah, nerfing milestones feels really bad and I don't understand why. It is also a bit sad that there are not more milestone quests since they are easy to get done.
What I wish are a lot of character specific quests - not just play Knight/Elodie/Hag and do this but also doing something specific and using their perks in some way. It feels a bit sad that the characters are just featured in the Rift but not in the quests. I also miss the green Glyphs for their big BP bonus :(
Quest system is a bit generic but I guess that's what happens when every other big game uses the same shema
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@Mandy said:
The chase bug that you're referring to, happens also without the fog vials - although more with them it seems. We did push a fix yesterday to address this (all done on our side so no need of a download). There is still the problem of chase music sometimes not kicking in, but the chase mechanic itself works - so you get bloodlust and entity blocks the window correctly now.
Can you tell us when we can expect the first hotfix because besides the chase bug, there is so much more broken (e.g. sometimes houndmaster's dog does not grab survivor/the animation plays for a seconds and then the dog let's go of the survivor; Knight still has a lot of bugs, Dracula has new bugs; Artist still has a swarm delay of 0.5). So many killers feel miserable to play as or against (sometimes Deathslinger and Nemesis don't play their M2 animation so how am I supposed to dodge them).
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/452500/feedback-fallen-refuge-bad-map-overall
wait it got shipped out as an actual map? so it a new map and a tile that can randomly appear?
It is its own map and part of the Withered Isle realm. The TWD-tile will always spawn on this map. So, if you play survivor/killer you can get this map randomly.
@PetTheDoggo said:
Funny that map is so bad, noone was actually thinking it's real map on PTB. Just a placeholder to show that one loop…
Everyone thought that this map is just there to show the new tile. No one was actually thinking that this is a new map, especially when the developers and community posts told us that this map is there to show the new tile. It hit me like a truck when I saw that this is a map that you can spawn on.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973461#Comment_3973461
True, Knight finally in a good state basekit, but bugs make him so much less enjoyable to play as. Especially this one, which exist almost since release.
It's messing up my muscle memory for now and I don't feel distance as good as before, but I think it's just a matter of time, need more matches to get used to it. I think it will be way worse on some maps like Lerys or Hawkins (can I pay to delete these maps from my roaster), but thankfully I didn't have matches there yet. Overall I'm good with it. Do you think something wrong with it?No, I saw some Knight mains saying that the new strafe feels a bit too much and needs to be reduced. But I like the new strafe as well as the new patrol path speed and lenght, it makes him really smooth - maybe so smooth that we are not used to. It is also so nice to no longer use Call to Arms every match to have the match pressure. Now, being able to running both addons, Sharpend Mounth and Horsemeat, makes his Guards much more reliable - if no bug happens of course.
I really hope the developers will finally fix his bugs and then in terms of enjoyment he will be in a great spot
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@fussy said:
Almost 3 years, 3 big character revisits, non-stop feedback on forum, from CCs and we STILL can't fix this stupid bug with guards? I'm absolutely speechless, it's unacceptable, I can't imagine ANY game, where such significant bug could last so long.
Yeah, it's so sad. Knight is and has always been one of my favourite characters but he always felt so pathetic. Gameplay-wise he finally feels perfect and has a good overall basekit (could still get some tweaks but overall fine) but the remaining bugs are still so annoying like getting stuck on something for no reasons when you draw the path, Jailer takes longer to hunt the survivor, or the guards have sometimes awkward paths.
Also, little question to you: What do you think about the new strafe when drawing a patrol path?
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@ThatRyanB said:
Hey folks. I really appreciate all of your feedback on the Fog Vial in here. We're actively collecting this feedback in order to bring it back to the team, so please know, it's being read.
As you get chances to encounter this item in the wild, please don't hesitate to share your in-game experiences here. Specifics about what feels good and what doesn't (like the note about The Spirit above!) are super helpful.
I played a bunch of matches today (qtimes was really quick on killer) and I also encountered a few fog vilas and I have to say: I don't like them for a few balance reasons:
- Having no scratch marks, aura reading, or survivor audio feel awful because you have nothing to track survivors. It is okay when the fog vial removes scratch marks/makes them difficult to track. Seeing no aura is a double edge sword for me: On the one side, I can understand why you do this but on the other hand, so many perks and add-ons get countered by one item that is so easy to use. So, it is rather a question of how much can be countered by one item. However, having no audio is the biggest issue for me because at the very least, killers need this to keep track on survivors. It also gives Spirit and Dracula a massive and unfair nerf because they need the audio information to chase survivors. It reminds me of the old Lightburn effect for some killers: Some killers had an bigger disadvantage against flashlights and flashbangs than other ones. You removed this feature to make it more fairer for every killer. Now, we are back to the issue of some killers have an additional disadvantage against one specific item. On top of it, this game is already messy with survivor sounds and you should not mess even more with it by adding such an item.
- You told me in the PTB section that it is an intended feature that survivors can reveal Ghost Face and Unknown in the fog even though they cannot see them. However, it is the same like I said before: Some killers have an extra disadvantage against some items for no reason. Unknown cannot see the survivors and therefore hit them with his second UVX but survivors can get rid of the status effect? This feels not very balanced.
- Next, depending on the map (RPD, Lerys) or some tiles (unfamiliar or unique ones like the ones on tobalanding or nostromo), this item feels so awful to face because survivors can easily use it and due to no tracking option, you lose them completely on these maps/in these areas.
- 12 seconds is a very long time and makes it even more difficult to keep track on survivors. For how free this item is, 12 seconds makes them even stronger.
- Lastly, the item is so free to use: Unlike other items, it has not a limited amount of charges or need a specific requirement to get it back - you use it and then it is on a short cooldown. It is not balanced that the item does so much but you have nothing to do for it.
Overall, this item feels awful to face and depending on the map or the killer you play, you suffer even more against this item which is not good. In my opinion, the survivor audio should still play inside of the fog and the cooldown should be either higher or you should add a specific requirement to it (e.g. staying in locker for a while, genprogress, opening chests).
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NEW SURVIVOR ITEM: FOG VIAL
Press the Use Item button to release a cloud of fog, decreasing visibility, suppressing scratch marks, auras, and Survivor sounds within its radius. Recharges over time.
Removing the survivor sounds completely is a really bad change and messes even more with killer players, especially when the item also removes scratch marks and auras. The killer player has nothing to track survivors within the fog and this is just awful, especially when the item is completely free and easy to use. Players need at least some audio information to keep track on survivors. The audio in this is already really bad and unreliable and messing with it even more is just a bad decision. I also don't think it will help players who already struggle with sounds.
I also don't understand why you changed nothing despite all the Franklin's feedback. So many players spent so much time and effort in explaining why this is a bad change and you ignored all of this feedback? Why?
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@Mandy said:
Would be really helpful to have a bit more detail…"just sucks" is really nothing we can use at all I'm afraid!
I can't speak for the person who said this but I wanna take the opportunity and give you my feedback:
I feel like the map is overall really balanced and easy to navigate, it is an open map which means survivors can see where are the generators and where to go when chased. The mainbuilding is also easy to understand after a little bit of time (you know how to get into the mainbuilding and how to get out again).
However, there are a few problems:
- Having an open area (the area infront of the mainbuilding - see picture) as well as on the shack side, is also a problem because survivors have nothing against Nurse and some range killers. Meanwhile, Myers, Ghost Face, and to some degree Unknown suffer from the open area. It would be cool if you could add some line of sight blockers to give the survivors against these killers a fairer match up but also to help the mentioned killers.
2. The rear/back of the building can have two really strong windows which are troubelsome for many killers. It would be nice to nerf these windows because killers waste so much time by chasing there and survivors can use them as often as they want (it's not like a pallet that once droped it's gone). In addtion, there is a chance to either get basement or ball pit. If you get basement, survivors can see you perfectly and you have no option to mind-game them. You can also get the pallet instead of the window and have the same issue: You cannot mind-game it. This loop feels so awful to play as a killer because it is easy for survivors and so difficult for killers (so boring due to zero interaction) - unless you're Nurse. You can also connect the main stage window (second window) with the pallet that you will always get to make the loop even more difficult for killers. Lastly, once the survivor can no longer use the windows, they still have the opportunity to go down edge map, which is so easy. These windows have so many advantages that's so insane for easy and reliable they are.
3. To take these pictures, I went into a custom game and checked the tiles and had three jungle gyms which is the strongest tile in the game. But this is a problem that happens on many maps: I can't tell when it started but there was a time when many maps had a spawn rule of like there can be only one unique tile but not two same tiles at the same time. For example: When I watched one of Otz' streams, he had three four lane walls on Mother's Dwelling which are rather weak tiles - the opposite can happen too and you can get more than one jungle gym. There was a time when this game had reliable spawn rules and every tile was unique. McMillen maps are still bugged and have more god-fillers than they supposed to have. Coldwind maps have the same issue: You spawn in a game and all tiles are these Coldwind exclusive tiles, which are really weak and it sucks to have nothing else - it is okay to have one of these tiles but everything beyond that is awful. I know RNG keeps the game fresh but it's so unfair when the RNG gives one side a huge disadvantage by giving the other side good tiles for them. So, it would be great if you would reinstate the spawn rule that it is not possible to have the same tile more than once.
That's my feedback, I hope it was helpful!
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958634#Comment_3958634
If you're referring to the Fog Vial, you'll find that it feels different from the smoke bomb items from previous events. The event items you're referring to used an opaque smoke/fog, which completely blocked visibility. With the Fog Vial, it acts more like you'd expect from fog. It obscures the area that's affected, but still allows for some maneuverability right in front of your face.
I really hope that means it will not cause accessibility issues because this game already has many accessibility issues and there is no reason to add more of them. Players will test the new item and I hope you will listen to them, when it causes accessibility issues.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956331#Comment_3956331
I think so! But it would only be in the Event queue - team is already investigating.
Hey,
I saw your social media post that you kill switched Artist while trying to fix the issue. However, I am able to play Artist in the event mode. Do you have fixed her or is there something wrong with the kill switch feature? (according to the kill switch info, she is still kill switched and I restarted my game)
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@Coordi said:
Happy to share this has been fixed!
Hey,
is it possible that the bug is back? I know there are some server issues but I had two Artist matches and both ended in a server crash. Meanwhile, I played a Dredge match and a bunch of survivor matches against different killers (e.g. Ghoul, Wesker, Pyramid Head) and there were no server crashes.
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@Shroompy said:
https://us.v-cdn.net/6030815/uploads/AFDPWZGA1VHV/1000004441.jpg
WE GETTING FAT WITH THIS ONE 🗣🗣🗣
According to their status report, it is now fixed. Now, we should be able to eat a good amount of cakes!
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Can we expect another hotfix before the midchapter arrives and before the anniversary event ends? @SoGo already made a comment and linked all of the Houndmaster's bugs - she feels so awful to play due to all the bugs. Artist is also still bugged as hell and it ruins the enjoyment so much. I know you told me that some killer bugs have higher priority than others due to popularity but when killers feel awful to play, then they need a higher priority and this is the case for both, Houndmaster and Artist even though they have a low pickrate - the ones who play them love them.
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@Glaive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945933#Comment_3945933
Then I have no idea what’s going on, as I’m in the UK and don’t have it.
@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945933#Comment_3945933
oh? im in the netherlands aswel and its not there
The developers will release an universal code next month, so everyone can get the banner. They admitted there were some problems
https://x.com/DeadbyDaylight/status/1936137575699292415?t=XZI1C5VqiyyEndO-QIYOCA&s=19
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@6yXJI0 said:
SUMMARY OF THE ISSUE: After dog latches on a survivor, HoundMaster can randomly become slow for the rest of the match.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Houndmaster gets a mini rubberbanding slowdown when Dog latches on survivor, but it can randomly stay permanently. (There is a chance that it has something to do with the pallet)
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/D63KVPL0YS3U/deadbydaylight.log
I had the issue in my first match on the FNAF map (it was permanently and I had to dc) and was sure, it only happens on this map because I had like five test matches in custom and three normal matches with her on other maps and the bug didn't happen. I'm still unsure how the bug can be triggered because it only happened once to me but @SoGo can confirm it since it happened to Sogo too.
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@Glaive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944802#Comment_3944802
Thanks for the reply, it’s definitely not an age issue I’m an older guy 🤣
@WeskerSimp2633 said:
Doesn't show up for unfortunately
@AceOfSpades4000 said:
The quest wont show up for me 😭
It looks like everyone is getting the quest gradually, which is why some people aren't able to complete it yet.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943943#Comment_3943943
Could you make a report for the choppy Houndmaster bug?
I don't have a way to record it, and frankly, don't know how to exactly.
Once I'm at home, I'll do my best try to test her in some custom matches to see if the bug happens again and to figure out how. Also if the bug just happens on FNAF map or on other maps as well.
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@Glaive said:
Doesn’t show for me ? Is this region specific ? Everything’s connected and I see other quests just not a quest for DBD ?
There might be an issue with the quest for some people and from what I've heard, Discord is trying to solve it. The quest runs until June 24. Maybe try to contact the Discord support is the problem is still up. Otherwise, you have to be +18 on both, Discord and on the platform you play dbd. Discord is also restricted in some regions but I don't know which ones and in which way. I hope it helps in some way - this is my first time doing the discord quests, so I have no clue how to solve an issue like this :/
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@birbofprey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943958#Comment_3943958
I also hope so too! I didn't know if they like even knew about them because she isn't as popular as other killers, but this is good to hear for sure. Even if it isn't before the anni event as long as they're aware and working on the issues I can rest a lil easier lol
The developers are aware of the bugs. Many players posted a lot in the bug report forum and also on twitter where they responded. We might be a small playerbase but we truly love our Artist <3
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@100PercentBPMain said:
is that thr banner in the OP? I might actually change my Tokyo Ghoul twitch drop for that
Yes and it is animated
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@B0X0R said:
Poor unfortunate switch players
Maybe there will be a code for the switch players. When Twitch drops came back, the developers gave them an universial code.
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@birbofprey said:
The Artist has been bugged for a while to the point that I am (and I'm sure others are, too) discouraged from playing her. The bird hitboxes seem to be smaller than intended or something because hits that absolutely should have registered are no longer registering. I was hoping to see her get some love before the anniversary event so I could return to maining her, but with this bug and the others I have seen other people mention I'm still on the fence and leaning toward staying away from my favorite killer. Please show our bird lady some love bhvr!!
I really hope the developers will fix her bugs because she has so many annoying ones that take so much fun from her away.
ThatRyanB responsed to my question what is up with the fixes for her bugs:
@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943618#Comment_3943618
Hey there! When it comes to prioritizing bug fixes, it can often be a delicate balance where tough choices have to be made, balancing how much time it takes to reproduce and fix a given bug against its relative impact to the wider community. While I can't provide a timeline for when certain Artist bugs will be resolved, I can confidently say that the team is aware of and have been looking into a number of Artist bugs.
As for the Shroud of Separation, this is a topic the team's been closely following and will continue to monitor. Sometimes, there are cases where a change looks dominant in theory, but doesn't end up having the same oomph in practice. This is what we saw on the PTB with the Shroud. BUT! That's not to say that's the end of the story. We'll be keeping a close eye on feedback as players dig into these offerings on the Live servers and get a feel for how they're impacting the game at a wider scale.
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@SoGo said:
List of some bugs I've encountered or heard about currently in the game:
• The Houndmaster has missing voicelines that should trigger upon a stun.
• The Houndmaster's Houndsense goes away once a survivor is unhooked or dies.
• The Houndmaster's face rig is broken during a mori.
• The Houndmaster's Dog gets stuck on map geometry and on ledges.
• The audio for cancelling Plague's power plays on every use of her power, cancelled or used normally.
• The audio is reversed/wrong on the new map.
• Spirit sees yellow objects in a glowing red while Phasing.
• The anti-hiding solution seems to trigger during chases and while a survivor is hooked.
• Using Shoulder the Burden in multiple games triggers the DC penalty. Similarly, getting hard tunneled out triggers the DC penalty too.
• While playing as Houndmaster on the new map, I started to randomly stutter, making walking look choppy and slow. No idea how this triggered and it fixed itself in an unknown way too.I can confirm the stuttering when playing Houndmaster. It felt like I moved at 5fps. I cannot explain how it happens because everything felt normal and then suddenly hello choppy and slow walking speed.
The Houndsense bug is also still in the game.
• The audio is reversed/wrong on the new map.
the developers are already aware of the issue!
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943618#Comment_3943618
Hey there! When it comes to prioritizing bug fixes, it can often be a delicate balance where tough choices have to be made, balancing how much time it takes to reproduce and fix a given bug against its relative impact to the wider community. While I can't provide a timeline for when certain Artist bugs will be resolved, I can confidently say that the team is aware of and have been looking into a number of Artist bugs.
As for the Shroud of Separation, this is a topic the team's been closely following and will continue to monitor. Sometimes, there are cases where a change looks dominant in theory, but doesn't end up having the same oomph in practice. This is what we saw on the PTB with the Shroud. BUT! That's not to say that's the end of the story. We'll be keeping a close eye on feedback as players dig into these offerings on the Live servers and get a feel for how they're impacting the game at a wider scale.
That is my problem. Currently, you should focus on the soundbug because this feels so awful and is so sad that such a big release gets ruin by an insane bug. However, Artist is bottom five of pickrate and I am afraid that her bugs will have a low priority and we have to deal with them for the next few month, which just ruins the experience (e.g. Sadako has still her invisible duration bug for nearly two years, Knight's stun while drawing patrol was also for nearly two years in the game). She is also really difficult to play and with these bugs, "newer" players will quickly drop her.
About the Shroud offering: It's not just about the theory. It is just about the gamedesign that one offering has such a big impact on a match and decide how difficult a match can be. We had to deal with map offerings for so many years and now dealing with another unhealthy offering is just awful. There is no other PvP game where players can change a match so much by just dropping a simple offering. You also said that Unbound was too strong for how easy it is to use even though it was already a niche pick, so why is an offering with such a big impact okay that takes zero effort from the user? Why is one thing okay but the other not?
@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943602#Comment_3943602
These two perks (as well as Batteries Included) saw their Haste values buffed alongside Steady Pulse, and what we saw over the last update cycle was that in cases where they were used, the increased speed burst they gave was a little too powerful for how easy they were to trigger. We've returned them to their pre-Steady Pulse Haste values, but are always keeping an eye on the performance of perks like this (and player feedback!) to consider future adjustments.
Speaking of Unbound: Getting a hit and then vaulting a window within 30 seconds is not really easy to do, especially when it's an already map dependent perk that was only used by weaker killers. In addition, some killers also used a faster vaulting speed perk like Bamboozle to get more value. So, is a requierement of hitting and then vaulting + using a secondary perk really too easy to use? You also used that explanation for nerfing Pop (finding, hitting, downing, hooking, and then finding and kicking a gen with good progress within 45 seconds was also too use for you). If yes, shouldn't we nerf other perks as well like for example Lithe or Sprint Brust because vaulting something or pressing a button is not really skillful or takes a lot of effort. Same for Vigil, just having a perk equipped that counters so much status effects for free as well as your teammates, seems also too easy to use. Spirit's Dired Cherry Blossom add-on or Plague's Iri Seal is also really easy to use - you have to do nothing special to get big value that also counters usual counterplay. Where are you draw the line? Why is Unbound easy to use and too powerful but the mentioned perks/add-ons are fine?
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@FearlessHunter said:
This issue is most noticeable when another survivor is on hook or injured. The audio sounds like it's a few feet away from the actual player which is really disorienting. It's also annoying in chases when you have to rely on sound cues with killers powers cause they sound much further away than they actually are.
It's only dbd that I'm having this issue on. Every other game sounds normal so deffo not my headset
There is an audio issue and the developers are aware of it but cannot say when a fix is ready for it: https://x.com/DeadbyDaylight/status/1935009059595559069
It seems like it only happens when you play against Springtrap and interacting with the cameras. Otherwise, it should be okay (thus more is possible).
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In the PTB, Artist had nearly 22 bugs while on live servers, she has around 15 bugs that ruin the experience. There is no mentioning in the patch notes that her bugs got fixed. When can we expect the fixes for these bugs?
Why can you increase the sounds of the Were-Elk skin for Huntress in one patch but not the ones for survivors? Ace, Ada, and especially Orela are pay to win characters while Jeff is a pay to lose character. We telling you for years that this is not fair and still haven't received any information about it.
During the PTB, many players gave the feedback that the Shroud of Separation is way too powerful because one survivor has to use it to give every survivor a big advantage and the killer a huge disadvantage. Killers are now forced to use their Shroud offering every match. We told you the best solution would be that only the user will be separated from the other ones when they use it but not everyone. Why did you ignore the feedback that offerings should not have such an impact on the game.



![Screenshot 2025-06-27 at 20-00-40 Dead by Daylight auf X „With the Twisted Masquerade Event ongoing we wanted to communicate some updates on the most frequently reported issues. ⚠️ When a fix is deployed today for some of [...].png](https://forumcdn.deadbyqueue.com/6030815/uploads/CZX4TP3AJIQ8/screenshot-2025-06-27-at-20-00-40-dead-by-daylight-auf-x-e2-80-9ewith-the-twisted-masquerade-event-ongoing-we-wanted-to-communicate-some-updates-on-the-most-frequently-reported-issues-e2-9a-a0-ef-b8-8f-when-a-fix-is-deployed-today-for-some-of-5b-5d.png)
