Mandy
Mandy
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- Mandy
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The only way you can check if you've added your Switch account to your BHVR account is actually logging in on the BHVR Account website - you can reset password there etc if needed.
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scroll down and switch the language right at the bottom of the page.
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Can we not devolve this into an argument regarding the comp scene of DbD?! There is a healthy competitive scene and if people enjoy that - then I see absolutely no harm in it. I think the only reason that the words epsorts/comp were used in this thread were just to show that this is a very good player who was matchmade with a fairly new player. That's what this discussion is about and nothing else.
My suggestion of locking lobbies was just that, a suggestion - this isn't saying it's happening or isn't happening. It's just one way I can see to prevent lobby dodging which has always been a thing in DbD and likely no more prevalent now than it has been in the past.
There really is no need for this discussion to get as heated as it has been, please remain respectful to all on this forum - differing ideas is a good thing! I love how passionate people are and how strongly they feel, however being rude or disrespectful just devolves everything into an argument which solves nothing.
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@shalo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511170#Comment_3511170
If that's your best idea I'm not surprised you can't fix it. Just continue to throw new players at 4000 hour SWFs and hope for the best then.
you are aware that I'm not a programmer or designer etc and that the Community Team does not make decisions for those other departments? My idea is one idea and yes it would actually work in solving the issue that is lobby dodging in general - players have always dodged lobbies it's been something that's happened since the game began, maybe it's time that lobbies were locked when you join them - I don't really see anything bad about that.
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@shalo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511161#Comment_3511161
It's your backfill system, it's not working, fix it.
I guess the solution would be locking lobbies and not allowing players to dodge them.
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Unfortunately this can happen when lobbies are dodged by killers - it backfills them, and there's less in the way of matchmaking then.
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508993#Comment_3508993
Okay cuz i saw a streamer taking turrets 2 times and i tho that if everyone can take infinite.Alien is gonna be hot as hell
This is why PTB feedback is so important - it's very easy to misunderstand something when you are just watching it. As you are relying on the way that person plays.
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The simple answer is some addons can be reworked quicker than others without factoring programming time, QA time etc. Simple changes can be done by the Design team with little to no resources from other teams. Larger changes made to addons (or anything else), requires substantially more resources which need to be factored in and slot into the production calendar.
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@bm33 said:
They kill switched Haddonfield for months while they reworked that map and it was just considered unfun, it didn't cause hour stall games like Skull Merchant 3 gen.
no there was a bug on that map that required the kill switch, it wasn't switched off because it was being reworked.
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Yes Shroompy is correct. Only 4 turrets can be used at any one time, this isn't an infinite thing. Survivors are also slowed whilst setting up a turret and are not working on the generators.
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If the killer holds the survivors in locked position for some time, yes this is against game rules.
However, once that gen unblocks then the survivors will be able to repair it so open up another exit and / or the killer will hit them to prevent them from making the repairs - either way this isn't a long lasting situation, as the survivors will be able to exit the room if the killer hits them.
However, blocking a survivor for a length of time as a killer IS against game rules (unless EGC has started), also blocking another survivor as a survivor and preventing them from moving...both things are against the game rules.
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The 3 gen situation as a whole is being looked into, we are also going to revisit Skull Merchant, she has had some updates but we do want to address the 3 gen potential. Unfortunately neither of these things are quick fixes and with limited time and bandwidth it's not something that can be rushed out. However, we have not forgotten about these two things and they are actually being worked on.
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@Steakdabait said:
I was hoping to see survivor stats before and after your guys added the hud
what sort of stats related to that would you want to see?
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@NomiNomad said:
Somewhat surprised to see more Lithe than Sprint Burst. I feel like I see Sprint Burst way more often than I do lithe.
perception is fascinating to me, it shows that we get something drawn to our attention and then we tend ot focus on that. It's why as humans we are more likely to remember negative experiences rather than the positive or focus more on the negative ones at least.
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@LeFennecFox said:
I'd really like to see stats just from this patch because I see 2-3 MFT every match paired with hope and resil
That data wouldn't be particularly relevant, new perks are always likely to get used more. It's how it affects gameplay over time that's more important to see. Sometimes it's apparent immediately with win rates etc, some times that takes time to ascertain.
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@Phantom_ said:
Really appreciate it.
But will this also be done for the add-ons and their usage? Because I can imagine that being transparent like this about the top 10 used perks in an x amount of time (with the last perk overhauls in mind) it might be safe to assume that there will be more perk/meta changes coming in the future. But how about add-ons? Especially given that some like Blight's and Nurse's have been left to catch dust for a long time.
We're looking at doing a variety of stats, so it's not inconcievable that addons will be covered in the future - this is not a guarantee though.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504004#Comment_3504004
Of course it wouldn't be in a top 10 in a time between April and August
End Tranmission only came out in June and stats are for across all MMR levels.
Edit: Also can we get clarification on time frame of this data set? Is it April 2023 to August 2023 or April 2022 to August 2023 because the graphic says April 27th to August 5th, but today is the 4th.
It's April 2023, and was taken up to yesterday so the 3rd August 2023!
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504004#Comment_3504004
People do exaggerate it but these stats started in April so it won't really reflect the current pick rate accurately.
Having them done over a few months is a lot more accurate. Newer perks are generally much higher for the first month or so, then they can tend to settle down after that.
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The system cannot tell if you pulled out your internet cable or accidentally -that's impossible to do, so I'm afraid we're unable to adjust the DC penalty for this type of reason.
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Can confirm here that this collection will not be made available for Iri Shards, they will remain available for Auric Cells.
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This was a bug fix, the perk specifically states that Repairing and Healing skill checks are affected - Doctors madness is neither of those things, same with Pigs boxes. There was a bug introduced that caused it to work on those two things which was fixed in this update.
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Please remember this section of the forum is not for discussion or feedback but for bug reporting.
This isn't a bug, for Spine Chill to activate now it needs a clear line of sight and the killer to be in a 36m range.
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The reason that FTP doesn't work with MFT is because you have to be healthy to use FTP and you have to be already injured for the benefits of MFT - as the perk is only active when you're injured. So you use FTP and become injured, hence the effects don't work...which is why we highlighted it on the patch notes because it was something that we listed as a bug in the reports on the PTB but didn't want to cause confusion for players.
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👽️
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Please remember that Battlefly are the tournament organisers for the Community Cups and they are the ones that are responsible for the rules and enforcing them.
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Just to clarify - those who contact support can have assistance at account level that will enable them to play again. The full fix will come out at a later date, as this is a temporary measure to be able to get you back in the game.
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Quick update for you, sorry for the late in the day hour. We won't have a full fix applied for this until a future update, but you can contact our Customer Support team who will directly be able to assist those affected: Dead by Daylight Thank you for your patience.
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@FernMoth said:
Can't upload mp4 so here's a zip
https://us.v-cdn.net/6030815/uploads/XL7FZIZUJUWA/dbd-ps4-launch.zip
thank you very much, that's super helpful <3
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@hennesyhufflepuf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494012#Comment_3494012
I can try to upload a video, but it won’t be till around 6PM EST. Work from 7-5.
thank you, I think we should be good - we have 2 videos now. But thank you so much for responding and trying to help, it's much appreciated.
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@ScorpseClown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494012#Comment_3494012
I have a video on YouTube of it. I tried to upload the video but it won’t let me. Here’s the link to that video on yt https://youtu.be/7nPMm3XbDEk
you utter star! Thank you!
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The image isn't enough I'm afraid, as we need to see what's happening before that's failing.
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@theresagameinmybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494012#Comment_3494012
Tried, didn’t let me upload. It’s clearly happening. It looks the same as normal. The only difference is that it’s not loading in. Has been an issue for me all night. Very frustrating.
the reason we need the video is to narrow down our investigations - if we can see exactly where this is ocurring in the process it will help.
If there's any way you can get a video to me that would be great
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This is intended, so not a bug.
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Thank you - we don't need any more ID's on this.
Can someone grab me a video of it and upload it here please?
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I'm going to close this here as the DC penalty is doing exactly what it's supposed to be doing.
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I'm kind of confused about this thread. @Im_not_toxic would you like to explain exactly what it is that you don't like about Deliverance?
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Hello, just want to manage some expectations here...this is purely for account linking and NOT Cross Progression. There is unfortunately no update as to when / if cross progression will be available other than the current listed platforms.
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Social media bans are not able to be appealed, also there is an escalation process in place and it's unlikely you would have been banned straight off, there's likely to have been warnings given prior.
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The basekit protection on getting unhooked was to give a player a chance to get to a pallet, vault etc. Not to allow the survivor to remain in the terror radius of the killer and be untouchable. We've all seen what happened with old DS, where survivors would sit on a gen in front of the killer or do anything, knowing that they couldn't be hooked - definitely not an ideal scenario. The same would be with this - there's also the Undectable status to factor in there.
I think the current protection on the unhook does what it's intended to do, make running BT a non-necessary thing for survivors, and give them time to get to a safer area, whilst not making them invincible.
Tunneling is such a big topic, reasons of why players tunnel etc, that it cannot be solved (if it needs to be solved at all), by just increasing the basekit protection time, as that would then cause problems of it's own imo.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482741#Comment_3482741
I thought that was intended? You can still benefit from the Endurance if you are able to mend before the Endurance expires; Deep Wound doesn’t prevent the status effect from being applied, it just makes it not work. Having it not show the icon at all in that situation seems inconsistent.
I don’t know how feasible this is, but one thing that could be done to make it more clear that Endurance doesn’t protect you in Deep Wound is make it so the icon is still there but have some transparent graphic on top of it that crosses it out or something, to indicate that it will not work unless you mend.
But yes @ OP, you went down because you were already in Deep Wound, which prevents Endurance from protecting you.
That's a really good idea, and you might well be right re the reasoning of having the icon there - it's super confusing to newer players for sure.
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I think the bug here is that the Endurance icon was on show when you didn't actually have Endurance because of already being in Deep Wound.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481321#Comment_3481321
What if they have devour as well? O_O
Then as a survivor you remember which totems you broke, to ensure they're not relit.
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@jeffkillsyou96 said:
cry about it it’s called learning how to play
Maybe offer constructive advise regarding the perk rather than being rude to someone, please remember that newer players are part of this forum as well, and they have valid opinions to share. Being rude and unconstructive in your point helps nobody!
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@Lixadonna said:
Survive With Friends ignore it on Discord. Unfair for Solo group.
not just swf, I ignore it when playing solo as well as it's very likely it's being run with Pentimento as well, so I don't touch the totems.
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Right now Father Cambells Chapel is boosted so the liklihood of playing on that particular map is increased. The Map Repeat Prevention system does still apply to all other maps, and yes this is map specific not realm specific, so you could get two Coldwind maps back to back for example, but they should not be the same map.
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Thank you all for your comments on this thread, it's been super interesting to hear your responses, thank you to those that took the time to reply <3
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The traps are not meant to prevent generators from being completed, they're meant to be more of a slowdown. So players naturally spend time taking off the trap - it doesn't matter if this is before or after a generator has been completed, as it's still slowing the game down and getting survivors to spend time taking off the traps.
Head pops are meant to be rare.
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My concern with having a perk to counteract tunnelling is that it would then be a must run perk - I'd much rather there was something in the base game to incentivise NOT tunnelling as a playstyle first. Just my two cents though.


