Mandy
Mandy
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- Username
- Mandy
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Comments
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@Wezqu said:
Vigil effects it so if survivor has it they will recover from it faster than the indicator on your screen shows. LVL3 perks would make them recover from the exposed in about 36 seconds so looking at the video he would have already recovered as the indicator is already about 3/4 done.
You posted what I was going to ask, really need to see the Survivor perks in this one.
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https://support.deadbydaylight.com/hc/en-us/articles/12076899003284-How-to-collect-your-Dead-by-Daylight-logs there's a step by step guide here.
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Hi, can you provide your game logs please, that will help us to see what's causing this.
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There is no way to recover anything from a banned account, it's permanently banned meaning it cannot be accessed and all content is lost.
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I'm not quite sure what I'm missing here, about an emergency patch needed?
Nothing has changed on the Live game, the Haste and Hindered Stacking is on the PTB to be tested by players.
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I'm going to close this here.
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@paranoidmad80 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911869#Comment_3911869
I would like to say something about your first sentence. I haven't been in the game that long and can't judge it that well yet, but friends of mine have said that it's only 50% true. There have been many killers in the past who started out too strong and then got completely massacred. Take a look at Chucky
and there's plenty that have been buffed, it's nothing to do with sales, but purely down to game balance.
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I'm going to step in on this one right away - a killers power has nothing to do with sales first of all, two completely separate departments that work independent of each other!
The feedback about The Ghoul on PTB was incredibly mixed, with some saying buffs were needed and some saying nerfs were needed, in fact more were saying "D tier killler" than there were saying that he was a strong killer. So whilst the feedback is useful to us, its not set in stone at how players would react once the Chapter hit live.
Bugfix Patch 2 is the earliest one to get any changes into after content has gone live, the first patch is normally addressing things found in the PTB or internal testing. It's why there's no changes in this PTB to The Ghoul, as the PTB is based on the current Live game.
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@tjt85 said:
https://us.v-cdn.net/6030815/uploads/HTG4XYAXTJBO/bpfix.jpg
Are we sure Blood Generators have been fixed? I swear they're still not giving BP in the objective category. I completed two blood gens in this trial and got nothing in Objectives.
that fix is in hotfix 2, which is not out yet
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She's never been nerfed in that manner - her speed whilst holding a hatchet has never been 110% on Live. There was a change in the PTB last year where we tried increasing that number but this was reverted in the PTB - Live version.
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This was A/B tested recently with positive feedback from those who were involved in the test - which is why it's been implemented. There's no plans to show team mates perks in the lobbies, given the issues around lobby dodging that would likely occur.
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@TheBubbaMain2003 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908814#Comment_3908814
Steam PC and yeah it's just custom Icon Pack, but it doesn't affect anything. If I change icons to default it still says +999.
yeah looking at you screenshot I was concerned about the borders as they're a lot thicker than they should be, but that's down to the custom icon pack.
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Hey all, sorry for the misinformation around this one - Killers DO NOT make the Survivors drop the cannister on a hit, the design was changed shortly before the Event started and unfortunately this asset slipped through without being adjusted with the correct information. We're really sorry for the confusion that this has caused.
Mandy
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@TheBubbaMain2003 said:
The cap on the Add-Ons needs to be removed.
What platform is that on, and are you using any sort of custom icons there (can see t3 perks green)? the border looks a lot thicker than in other screenshots is why I ask
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@foxmaster said:
The exigate needs to lose progress, If the survivor is not holding it, that's literally all very easy fix, can be done in a week, the survivor should not have a third choice , it's either open the gate or don't open at all , no gray area that's an exploit , exit gate need to have regression, This is a survival horror game, not a comedy joke walk through, you don't feel trapped at all, With this exploit, still in the game, survivors are supposed to feel trapped and helpless , not 100% hopeful all the time
This is something that we tested some time back internally, it didn't go well. It also removes a lot of gameplay, survivors would just open the gates and leave, it's definitely not an exploit. And many many survivors will point out that they've been killed more to a 99 gate than they have an open one.
And Survivors are always meant to have hope, it's what The Entity feeds off, they're not meant to go into a trial feeling hopeless.
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Thank you for that super constructive feedback as well as the visual representation to enforce your point, that really helps for when we discuss with the relevant teams what the issue is <3
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We are looking at adjustments to The Ghoul, HF1 is too soon to get any proper changes in as we do like to give things a little bit of time on the Live game for players to adapt.
Our Designers already have a few tweaks that can be made for the next hotfix to have the character more in-line of what we expect, more details on those will be with the patch notes on its release.
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We will keep monitoring how the thresholds are being reached, we have anticipated targets - if those fail, we'd definitely look at reducing them.
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907189#Comment_3907189
Kinda sucks. I think the issue wasn't even flashbangs. It was Background Player. Without Background Player you have to stealth REALLY well to not be found before the killer picks and actually required some form of brain power to get the save. Background player took all of the pre-planning and coordination needed to hit a successful flashbang save away. You nerfed flashbang instead of the perk that enables easy, free saves. Revert it like you did Xeno's bad changes. I beg. Otherwise, another fun thing was taken away from survivor to make the killer role even easier. Unfortunate L.
It wasn't just Background Player, Flashbang was the issue here, blinding from an angle where the killer cannot even see was never an intended action.
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I appreciate how long it takes to spend BP, unfortunately there was no way possible to get this feature into the game in time :( we'd have really liked it to have been there as well.
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Flashbangs now work as they were always intended to work, it was never intended that the survivor model could clip into a killers model so that they could get a blind which a killer couldn't avoid - even when facing a wall. Same as the audio and blind radius - you should not be blinded when looking up (which was happening) and you should not be blinded if the flashbang is not within your range of vision, hence we adjusted the angles. There has to be a way for the killer to avoid the flashbang, before it was incredibly easy to just drop the bang and the killer would be blinded with no way to avoid it, that's definitely not something that was ever intended to happen.
Whilst I appreciate that those who enjoy using flashbangs, have to now learn the new radius etc, the previous version was bugged.
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@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905345#Comment_3905345
that's very good to hear Mandy
it feels too slow now and i really thought you guys would be taking ages to respond to this complaint since not many people play oni and the change is only like one day old rn.
but it's really nice to see how fast you guys respond to community complaints it's very refreshing ty <3.
It will likely be in the next PTB, we want to be able to ensure it all works as it should first and let players play with it (and against it), before pushing it live, to give us the opportunity to make any tweaks that are required…just to be completely transparent about it.
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@KaTo1337 said:
Thanks to BHVR for killing another character. Congratulation!
Revert this please!We won't be doing a full revert, the whole 1 frame to do the turn was not something ever intended and not accessible for players on a controller. We are looking to adjust the rate of turn however to make it feel more like it did when you could do the "flick" however, which should ease the issue that players are finding it more clunky than before.
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This is really not something we'd consider. Once all the generators are repaired, the killers only real objective is to kill the survivors - and it's pretty well established that a killer camping in the endgame is the way this can be achieved. In no way does this negate the ability for survivors to save that hooked survivor, depending on the killer and the amount of survivors alive etc, definitely some scenarios are easier than others there.
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@jajay119 said:
The maps are going to become even more boring and predictable than they already are. Unless they’re going to massively improve RNG, which I doubt, we are now just going to end up with a load of maps where everyone knows where everything is all the time.
Map RNG still stays, whilst it will be 1 map, there's many different random spawns within that map, slightly different tiles, pallet locations etc.
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@Nomade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903691#Comment_3903691
If you dont mind, I would like to ask you, why was the surrender mechanic made so easy to activate? If the intent was to help get survivors in the next match a little quicker in extreme cases of slugging then isnt just requiring survivors to be in the dying state a bit too much? In extreme cases of slugging I think giving the survivors a way out of the match was a good idea, but my concern with it just requiring survivors to be in the dying state that it will have a significant amount of collateral damage and maybe damage the integrity of the game. Is the dev team planning on monitoring how players interact with it, and tweaking it in areas that are being abused?
We will definitely be monitoring it - but in the case of 4 survivors slugged, the match is effectively over at that point. Sure there's come backs in very rare cases but that's outside of the norm.
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@Madmillennial said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903691#Comment_3903691
Oh hey Mandy. XD
No I believe one player was on hook. I was down, and the third guy was on a gen the first time it popped up. I was picked up, wiggled off due to hookcrng with the other guy hooked so close.
Point being we were able to continue the match briefly, and the option stayed lol. I wish I recorded it. But it just seemed like it came on a little quickly and I thought it was only if everyone was guaranteed down for the loss like a 4 man slug.
So if the option pops up to leave while everyone is down and someone uses an unbreakable and gets up or something else happens that continues the match shouldn't the option vanish? Because my option never left to leave even tho I wasn't being slugged anymore.
I'll record the rest of my matches today to see if I can recreate this. I may just be remembering it wrong, or I encountered a bug. It just didn't seem right to be able to leave while I'm on my feet.
Thanks for that information, yeah that shouldn't happen like that at all. It's really if all survivors are slugged, or if all the other survivors are bots should that option even be available. If you do see this happen any more, please feel free to tag me here so that I can follow up on it.
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That's actually not a variant - me nerding out for a minute here, that's a particular kind of map - it doesn't have the same main building and it's based around just a shack, so very different than a variant which has the same main landpoints (main building, structures etc).
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@Emeal said:
This is probably the worst patch in a long time, we lost 13 maps and your all laughing.
BHVR could have retired the worst map variants and remade them, but no, we lost so many good maps and why?
No good Official reason given.Map Variant feedback has been inherently negative, with the majority of players disliking them, finding them not as good as the original maps and then bloating out the original map. It's why we made the decision to remove them.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903671#Comment_3903671
May I ask why such a simple change - at least it looks like a really simple one - like reducing the chances for map offerings, is not in this update?
Whilst something might seem simple, it's a question of things like programming time, then testing. If there's not enough time to do those things then it will come in a later update, it was never scheduled to be in this release.
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@Madmillennial said:
So I noticed in my match the option to abandon popped up. I'm aware of the anti slug the devs are trying to do but I thought it was only available during a 4man slug. My impression was it's only under the extreme circumstances you can do it?
Ken downed me in chase and left me to chase someone else he saw nearby. He did this twice to me, and after the second time that option popped up and I was the only one down.
It stayed as an option the rest of my match. I don't think I like that... I hate intentionally being slugged but imo leaving me on the ground to hit someone else you see nearby isn't really slugging to me. That's more strategic short-term slugging which I feel is completely acceptable. I do that as killer sometimes if someone is close by me.
That option popped up pretty easily and remained there lmao. I see this being a problem. People will 100% abuse this if they are raging or just having a bad day etc.. anyone else notice this?
I just don't want bot city bc it's to easy to get.
Were the other player(s) bots? As this is the only time it should kick in if someone else is not in dying state.
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We are aware that there's been an issue with the Achievements on this release, it's something the team is working on for all platforms.
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Hi, it's definitely not in this update, it will come in the first part of the QoL roadmap, but not right now.
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902845#Comment_3902845
I hope the team reconsiders this change and walks back on it. I know myself and many others really looked forward to the dev updates from PTB-live and it was more important than just putting it in the patch notes since the dev updates gave the “Dev Notes” that allowed us to understand your reasonings behind the changes. It was also very convenient to have a quick 5 minute blog post to look over and expect what’s changing.
nothing is set in stone, we will try other things first, and see how it all does over the course of time.
We can get those Dev Notes on the Patch Notes as well.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902845#Comment_3902845
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902862#Comment_3902862
Just to be sure: You think about moving away from PTB to Live Dev Update but everything else like the monthly dev Update (when announcing new stuff and changes) as well as the dev update when a new patch goes live will stay as it is?
potentially in the form of AMA's, Q&A's which would be around the same time.
Depending on the form, not a fan of it, especially when its hold on reddit. If it's a livestream with then a quick summary of the news after it then it would be okay - I am a huge fan of your livestream, because its always funny and entertaining and I hope we'll get more of them. However, there are many players who don't have the time to watch a whole livestream or check many different questions on reddit to see if the devs gave a useful answer.
We've given out most of the changes - explained about Xenomorph etc,
I loved the quick news about the Xenomorph and that many of the changes won't hit the live servers. However, it was kinda sad that you posted this only on Reddit without sharing it on social media or forum. I follow different dbdnews accounts and stay up-to-date but there are other players who don't follow other accounts (only follow you) and therefore miss these important information. I had a similar issue with the Trickster Preview that was only hold on reddit. Luckily, we can now give our opinion via a survey which is much easier.
yes this is only referring to the PTB - Live Dev Update, not the one prior to a PTB.
And we did post the information regarding Xenomorph on Twitter and the Forums as well as Reddit, we try to cover as many platforms as possible when we respond to people with information like this.
The Xenomorph changes CANNOT go live for the health of the character — BHVR
@typervader said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902862#Comment_3902862
it seems werid that you guys think a livestream is less punishing for time reasons then a simple dev update you can read. That reasoning makes 0 sense to me.
The livestream is already planned in advance, and the information is given out live there, meaning that something doesn't need to be written and translated and reviewed once any changes have been decided - there's a good 10 days turnaround on all that, which isn't necessary in a Livestream.
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@HPhoenix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902862#Comment_3902862
Totally udnerstandable. Will this also affect monthly dev updates as well or just the PTB - live changes?
only the PTB - Live ones, we will continuing with the ones prior to a PTB as normal.
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@Wandering_Entity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902845#Comment_3902845
For the curiosity's sake, could you elaborate on why exactly dev updates are so tight for scheduling? I always percieved them as something that is done with ease but if it isn't it'd be intersting to know why and perhaps what other possibilites could you explore to gather preemptive feedback.
Pre-emptive feedback on the PTB - Live changes isn't really a focus, we focus much more on the feedback once something is live and people have had a chance to play it, it's always been more of an update than anything else.
The scheduling is tight because the plans have to be finalised then tested, then we write the blog, then it has to be reviewed, then localised, then the localisation needs reviewing also by our Regional CM's, that can often mean that it's running very close to the PTB itself before being published. We're looking at other ways to get this information to players, potentially in the form of AMA's, Q&A's which would be around the same time.
For this particular PTB we also have the Livestream where we'll be giving out a lot (if not all) of the information on what's changed, we already shared the changes for Xenomorph based on the PTB feedback and there's minimal changes on anything else that was in the PTB.
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We're not going to be publishing a PTB - Live Developer Update, we're looking to move away from those (timelines are super tight around them). We've given out most of the changes - explained about Xenomorph etc, so we'd ideally like the Livestream and the Patch Notes give the main updates.
Going forwards we're looking for other ways to get this information to players without the blog.
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Thanks for the kind words!
Glad that you enjoyed the idea of the Design Preview, it's something we've wanted to do for quite some time - it's definitely going to be for the larger reworks for right now (that could change in the future), and we've been really happy with the amount of feedback we've been getting from all platforms.
<3
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yes @Wezqu exactly, it's what I expected tbh. So marking this one as not a bug given that if a generator is blocked by any means it does not get the reduced charges applied to it from a perk.
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Did the killer have any perks that could have been blocking the generator - grim embrace for example?
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Working with the killer specifically refers to those times where the survivor is actively trying to sell out the other survivors to a killer, a killer giving someone the hatch definitely doesn't fall into that category.
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@Spare_Them_Mori_Me said:
I bet a few of the mods/devs are strictly Trapper mains. 50mil BP says, for example, @Mandy is definitely a Trapper main. You can tell by the way stuff is.
So, 50 mil bp minimum bet. Any takers? :)
(If @'ing you in this capacity is frowned upon, won't happen again!)
You'd be wrong about me being a Trapper main, Wraith and Spirit are my go-tos!
And there's only one survivor for me, and that's Nea, has been since she was introduced way back in 2016.
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You are unable to unlink from one account and then link that game account to another BHVR Account.
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You need to do exactly what it says in the screenshot, you've got software on the PC "Ace-Base" that's triggering EAC, and EAC is not allowing the boot of the game because of it. Check what software is running in the background via Task Manager etc.
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Trickster is being looked at again by the design team after the previous preview.
And yes, this is just the preview stage, it will take some time before this is implemented in game (if all goes well with the preview).
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899517#Comment_3899517
I think this is a great idea! Will you be doing this for other Killers people commonly request changes for?
We're looking to do them for the large reworks, rather than regular tweaks.
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The survey is a very small part of it, and its more data driven for our side rather than part of the feedback process. The feedback will be what we take from forums, reddit, steam etc when we post the update.
And yes, we definitely read the feedback and share the information with the design team, we wouldn't do this if it wasn't something that would be used - would be a complete waste of everyone's time. The last Design Preview on the Trickster, ensured that a design didn't go through that people weren't onboard with for the most part, hence changes are being made based on that feedback.
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@RpTheHotrod said:
One of the biggest problems DBD has is that cheaters can force cheats on other players. With instant bans, cheaters could force a teleport on innocent players and get those innocent players banned.
that actually can't happen, whilst yes they can make the character appear to others to be cheating - on our side we can see it clearly so that does not get an innocent person banned.
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Any ban on steam, you can respond on the ban message itself, and whilst social media bans are not appealable the moderator will review the action taken.
We do not discuss bans publicly, so I will close this thread.