Jaysax
Jaysax
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- Jaysax
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π·7
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Now that Pig has her trap back in the lobby can we finally get this fixed too? π
@Jaysax said:
The Pig's weapon; arm, hidden blade, hand, whatever you want to call it, is buggy. When you strafe to the left the weapon snaps to the right in an anotomically impossible way.
See the video below, and please fix soon, this has been in the game for over a year. If its intended, please reconsider, perhaps move my thread to suggestions if so.
Follow the video for all info.
https://www.youtube.com/watch?v=jgauxrYs9-s
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This is all overkill too. You wont even add any indicator for the killer whether its a basekit feature or a perk allowing them to just stand up from the ground. "Elusive" aswell, like what? My guy, you cant ever hear the survivors when injured anyway. Have you ever played a match of your own game? Jokers, all of you. Embarrassing.
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I am so glad I didn't waste an additional year of my life playing this slop. Dead game.
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976884#Comment_3976884
Respectfully, considering how long it takes to even exploit the bug, it isn't affecting games enough to meet the criteria. I am not discounting the frustration or feedback about how it is being used. However, until it is gamebreaking, it will not receive a Kill Switch. It is a nuclear option.
"I am not discounting the frustration or feedback"
Yes you are though, thats exactly what youre doing. Thats what the devs always do, they always discount what the killer's experience is. Killers are expected to be the adults in the situation and have patience that far exceeds whats expected of survivors. You devs know for a fact how it is when survivors have a bug affecting them, and youl fix those ones within a week tops, but then you will expect killers to put up with broken scratch marks from 6-12 months.
"It is a nuclear option"
So melodramatic, for what? Streetwise went from a perk you literally never see, to seeing it at least once per game, solely because of an exploit. Your take is indefensible.
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My prediction is that if luck offerings allow survivors to attempt to self-unhook, then we are going to see a massive increase in luck offerings, stacking with eachother. You also nerfed map offerings, and since players are selfish with BP offerings, whats left is luck offerings, now a more attractive option.
I think this is a big mistake, an oversight. If I'm right and this happens, then we will see an explosion in a no-unhook culture where teams dont have to work together to unhook strategically and people will spam luck offerings and expect eachother to unhook themselves.
Maybe you think thats an exaggeration, but maybe at least you see my first point and perhaps thats enough to understand why you should reconsider adding the self-unhook ability to luck offerings.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788025#Comment_3788025
i think they should keep them small for example for her rbts when she puts them on "live or die make your choice" and when either an rbt or a hook kills a survivor she could say "game over"
Seperate, toggles. Give us options to turn off voicelines for interactions with survivors like M1, power interactions, chase start voicelines, etc. So everyone can choose what they want.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903653#Comment_3903653
I can agree, that the Badham Variants specifically are the worst offenders, but that's not a reason to destroy other perfectly fine content. Then they should do something about the problem, not just AXE it.
Thats not whats going to happen. The badham 'variants' are just one map, variants of one map. Theyre not suddenly going to remove 3 coldwind maps so theres one map for that realm, because those are maps, not variants. If there were 5 variants of fractured cowshed specifically then removing 4 of them would be comparable to what theyre doing with badham.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826075#Comment_3826075
I don't mind them making it third person, as long as they gave it a proper pass, added some flavour of Amanda's character (even something as small as adding a head tilt before the slash) and made it actually look good, like her grabbing the survivors hair to lead to the throat slash after she stabs their hand, maybe the Survivor flounders around as they die from the slit throat.
This kinda energy:
https://youtube.com/clip/UgkxkV_AjcEBVqBOtcO8pFx8tpdV8iUZECHN?si=8_xKmackyX-QJchS
I generally want to see a Pig model and animation passβ¦
A good game / proper game would give the player a choice.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821559#Comment_3821559
Yea, they really need to fix that bug. It's on the Known Issues list at least.
I just hope they don't change Pig's mori to be third person permenantly. I would rather it stay first person for killer.
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@Vanishlord said:
Piggies I just beat dark souls 3. I am stuck on the final boss of Elden ring dlc though any tips?
Shield. Strafe left.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817482#Comment_3817482
More specifically, the game, since the last patch, has been having major latency or desync issues.
And the major latency or desync issues is causing the aim dressing bugs to happen more often, which is why the game keeps forcing attacks to whiff, because the game is forbidding the killer from making a full lunge even though the survivor is too far away to hit with a short m1 attack.
Well said, and for the record its still happening to me on multiple killers as of the 8.3.1 update and the release of the Halloween event
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@Coffeecrashing said:
This is the same issue as the bug report I entered over a year ago.The game makes proximity checks, that are completely separate from the actual hit validation checks. This means the game can force a lunge to turn into a short M1 attack (or force the lunge to end early), and then when the actual hit validation check happens the game can declare it a missed attack because the survivor was too far away.
There have been times (for me, itβs usually the really laggy PTBs) where the issue gets so bad that I can clearly see the game stealing hits from me, even when Iβm in an open area with zero environmental objects near me. Because when the game forbids me from lunging, and then says I missed an attack because I was too far away, the game is stealing a hit from the killer, because I would have gotten the hit if I was allowed to make a full lunge.
And yes, I've seen this happen with killers other than Pig, since the last patch.
Thankyou, but I specifically wanted to seperate this report from any issues that may or may not exist before the 8.3.0 patch. Despite those, I have noticed a significant difference since this patch, as have many others, and I want to avoid confusion about that so the scope of any fix that might get done doesn't go too far and break the game more than it fixes it.
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I just want to note that this issue may be related to the general "desync" problem being experienced by everyone in the game at the moment. However I personally havent seen it affect any killer as much as Pig, weirdly enough. Maybe I'm biased but it shouldn't be ruled out.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812150#Comment_3812150
Yea, I mean sure it's "blighted" probably so its' different, but could do with a new design. But, as long as its properly glowing and dripping with Blight Serum, I'm good.
Following what I originally said.. I've decided I'm not going to be purchasing the new skin - which is probably around Β£10 - if they still have not fixed the visual bug I reported where Pig's hand / weapon is broken when you strafe.
It would be close to the tenth time they've had an opportunity to fix it while Pig has been in somewhat of a spotlight, and failed to do so. If they prove they dont care about aesthetics or quality control again, I guess I don't either, and they wont be getting my money.
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@HoodlumDX said:
how're y'all feeling about blighted amanda?
Not exactly what I expected. I need to see it in-game though. Not looking forward to the cloak being potentially too ripped / short.
Edit: Also not a fan of how this is the second time they re-used the saw-blade weapon, now theres three of them. (Original, Anniversary gold and Blighted.)
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Hi Piggies, I did a couple of bug reports go vote on them;
https://forums.bhvr.com/dead-by-daylight/discussion/425121/pc-character-specific-the-pig-visual-bug-power-icon-incorrectly-displayed-on-in-game-hud#latest
https://forums.bhvr.com/dead-by-daylight/discussion/425120/pc-character-specific-the-pig-visual-bug-weapon-model-quality-movement-inconsistency#latest
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Thats all ok, but I would absolutely hate voice lines. Would be nice if they added a button to turn them off so you could get them and be happy.
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@Leonardo1ita said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771559#Comment_3771559
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771634#Comment_3771634
Not on all killers. The best play is still, and always be 99,999% of the times, to go back to the hook.
There needs to be an "incentive", a reward, for getting different hooks.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771560#Comment_3771560
Problem: if they don't tunnel then survivors can immediately negate the pressure with Resurgence, and heal in 3 seconds with a medkit. So there is no option.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771565#Comment_3771565
This seems more fair, even if I would have done different durations for the different hook phases.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771566#Comment_3771566
Exactly, which doesn't solve anything really. It just punishes low tier and mid tier killers for no reason.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771582#Comment_3771582
Yep.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771583#Comment_3771583
"They fail to realise though that making the hook stages 70s will hurt killers who dont camp more than it will hurt killers that do. Every time you hook someone the rest of their team has an extra 10s on a gen before they have to go unhook that person. That's more progress than a Surge proc, for example."
EXACTLY THIS. Couldn't explain it better.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771590#Comment_3771590
If survivors leave the teammate reach second stage, not saving them, USUALLY there is something that went wrong in their macro pressure. Which is why, imo, if that happens, the second stage should be shorter, being 50 seconds.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771596#Comment_3771596
Now it's not even "16 seconds later they healed", it's 2/3 seconds with Resurgence HAHAHAHAHA. So to avoid it you gotta stay super close to the hook.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771598#Comment_3771598
In comp this is LITERALLY terrible. Literally terrible. Awful change.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771610#Comment_3771610
EXACTLY. Commodious toolboxes are still so so broken.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771632#Comment_3771632
Alright, then you don't really know how insanely fast some generator builds make the game go.
You know what, fine....just give the killer a funny little perk that, when you hook a survivor they go directly second stage, why not. What could go wrong...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771634#Comment_3771634
Pretty much. Yeah, why shouldn't a mistake be punished?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771636#Comment_3771636
EXACTLY. It's just a big boost for smart survivors.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771643#Comment_3771643
Yep.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771648#Comment_3771648
Exactly: make Kindred basekit.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771673#Comment_3771673
I don't know if it's a joke or not, but unironically this would actually kill camping.
"EXACTLY THIS. Couldn't explain it better."
and yet, I still got someone replying: "There's no scenario where "killer isn't camping" and "extra 10 seconds of hook time" are both going to affect the game at once. Ever." when I point it out.
I literally explained exactly what happens and where the time goes and how it WILL affect the game, and someone replies that it wont affect the game.
I think I've given up on this game altogether, its not fun to play anymore. The game is dead. Winning as killer doesnt feel fun or rewarding because of how difficult it is. If it wasnt difficult its probably because someone on the team or all of them gave up, which is another story. Name me one other game that exists where its not fun to win. Its so backwards. I have grown to hate this game. Most people only play it because theyre addicted.
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They justify this change in the post by saying it will hurt camping, which is fair enough. I hate camping, its boring, but I wouldn't have to do it if the maps were bearable and didnt have pallets facing eachother 10m away like on Eyrie for example.
They fail to realise though that making the hook stages 70s will hurt killers who dont camp more than it will hurt killers that do. Every time you hook someone the rest of their team has an extra 10s on a gen before they have to go unhook that person. Thats more progress than a Surge proc, for example.
Its more likely you can defend the hook than get another survivor hooked in the same time they will do 1 or 2 generators, and say if you did get a second hooked, thats spread pressure, and with only 2 or 3 gens left to do in the mid-game, its not looking good for the killer.
The rest of the game, particularly the maps, is not balanced enough yet to make this a good change.
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@tparadise said:
Thank you OP for articulating clearly everything we've all been thinking in a very detailed way.
One more really important thing that wasn't mentioned but needs to be brought back are the hot keys. You used to be able to navigate the character selection and customization screens so easily using your controller buttons or whatever the equivalent was on mouse & keyboard. LB and RB to quickly go through cosmetic pages. There were hot keys to quickly go to the next or previous character without having to go back to the character list. It was intuitive, quick, and effortless. Now everything takes so much time, so many clicks, so much scrolling. It's especially laborious on console/controller.
https://us.v-cdn.net/6030815/uploads/98RSZUIZQL4T/hotkeysold.jpg
https://us.v-cdn.net/6030815/uploads/BF1G4DAA73ME/hotkeys.jpg
On the new design you've added hot keys (LT/ RT on controller) to move through the 3 tabs; All Survivors, Customization and Bio. Isn't this a bit of a waste of those buttons? Wouldn't it make more sense that these hot keys were used to move through the outfit, head, torso, bottoms, and charm sections?
https://us.v-cdn.net/6030815/uploads/5EBXX72FQB08/hotkeys-2.jpg
Side note, I still don't understand why the customization page starts on head pieces now instead of full outfits? What's the logic behind this?
Another thing I must mention. Randomly making the bloodpoint bonus text red now instead of white making it blend into the background. Just why? It used to be very clear and now just causes eye strain, plus it looks pixelated on top of that. The text for usernames has also become very small everywhere now for some reason. It seems the devs are really not aware of how constant design choices like this and making maps extremely dark as another example hinder your visually impaired players.
https://us.v-cdn.net/6030815/uploads/QX2C6BBA0ZPM/bp-bonus-text.jpg
Excellent, thanks!
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@Peanits said:
These notifications are being removed in an upcoming patch. They will only appear in the store to help you find new outfits, not in the character selection screen.
ππ
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@Blaconia said:
I agree with (I think genuinely) literally everything in this post and it saves me from writing up my own post but I have extra comments.
- Firstly one positive - the new UI feels a lot faster which is understandable as the new store also runs a lot more smoothly.
- My other general thoughts are that the new UI is more cluttered, confusing and as a result smaller.
Customizations and Bio should be buttons in the left bar like they used to.
- The current design adds an unnecessary click.
- It feels weird going up to the Character selection menu (which is meant to be more general) to then go back down to customisation of the character I already have selected. I liked that in the previous design, the first button selected the character and every other left bar button related to the specific character selected.
This would allow you to remove the subheadings (All Killers, Customizations, Bio) and remove the Play Mori button (which could show in Customisations and/or Store).
- The menu would feel less cluttered and give more vertical/horizontal space.
- The character select menu could also be larger.
With a larger Characters menu, scrolling should also be fixed to scroll by a row or full page (4x3 grid) so you never see half rows.
- This makes it look tidier and scrolling through the characters would be faster and easier.
In the character select menu, the green tick and exclamation mark is clutter that should be removed:
- Green tick - I know who I have selected with the massive name and the white border animation + sound is sufficient feedback to make selection feel satisfying.
- Exclamation marks - I know this encourages viewing the store but I'm pretty much already at the point of ignoring it so it achieves nothing whilst also cluttering the menu.
- Side note to replace this - you should instead take simple statistics on most played killers/survivors (literally just # games played in past 3 months?) for each player to receive personalised popups when a new cosmetic is released in store. For example, I might be shown an Oni skin but someone else would be shown a Deathslinger skin.
I also miss being able to instantly switch to the next and previous characters.
Customizations - cosmetic item tiles in each section (e.g. Outfit, Mask, Body, Weapon, Charm) should be smaller to allow more items to be shown at once. Being able to see all three equipped cosmetic items similar to the previous design would also be helpful but that's a low concern for me. As previously discussed, removing the subheadings would allow more space for this.
- The menu is larger so it should show more items in one page. If I want to see the details of the item I can just equip it.
- This is particularly obvious with the Charms menu, which as OP describes is not good.
General UI - stop making everything smaller when you have unused space. In the endgame results screen this includes symbols for prestige, offerings, addons. In game this includes the player names.
- On low resolutions/small monitors, it's harder to see what's on the screen.
- I also personally don't like the look of unused space.
Great additions, thanks for taking the time to write those up π€
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Thanks everyone for the support on the thread
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@Alionis said:
One additional pet peeve.
There is more than enough space next to the character portrait on the BIO page, why the hell is the infobox for basic stats pushed so far to the right that it reads "Terror Rβ¦"?
Who designed this and who signed off on this? If this were a UI Design class, I'd fail that person for inadequacy and sloppiness.
That image is a mockup I made, in the actual version it would have the full words. Currently on the live version there are no words to describe what the icons mean at all, you have to mouse over them to get a tooltip telling you what they are.
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@PreorderBonus said:
Sadly, BHVR won't even glance at this post. Their designer is probably a manager who doesn't care about feedback and only cares about implementing their own changes and forcing people to look at the store. They've already said that "somehow they can't go back to the old design," which tells you everything you need to know.
I don't think this kind of pessimism is helpful and its certainly not going to motivate the devs to listen to people more if they're met with it in spades. They listened to feedback on the UI since the PTB, and made some minor changes, granted they didnt go far enough but they listened. Mandy also gave us transparent insight onto why it was changed to begin with, we cannot discourage that kind of transparancy which we have asked for for so long by being unconstructive with our feedback.
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Thanks for clearing that up ποΈ
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I'd like a banner & badge for completing every currently available tome, and one for completing each tome aswell.


