Mandy
Mandy
About
- Username
- Mandy
- Joined
- Visits
- 16,619
- Last Active
Comments
-
https://status.playstation.com this could very well be connected to the current PSN issues that are happening right now.
-
https://status.playstation.com PSN looks to be having some issues right now I'm afraid
-
-
I hope you find another game that you enjoy playing.
I appreciate the feedback re Iron Will.
However, inclusivity IS something that belongs in this game!
-
If you were P3 before the update then you would have received the reward.
-
Hi, I've just sent you a private message on here to get some information from you. Thanks, Mandy
-
Hi, am going to be messaging to get some information from you.
-
P5 is correct for P3 prior to the update, the extra levels are dependent on the perks that you have unlocked on a character and the tier of them.
The bloodweb resetting is not a bug.
-
Dead by Daylight’s Attack on Titan Collection has arrived, featuring 10 outfits inspired by your favourite characters from the legendary series.
You'll find more information here.
-
@impossibleodds said:
https://forum.deadbydaylight.com/en/discussion/comment/3067478#Comment_3067478
I'm sorry but I just don't believe this. Ignoring that there's no in game voice or even no in game text chat, why are there at least a half-dozen perks that all become unnecessary when in Discord?
Kindred for example, is given to SWFs for free, and you could argue other info perks like Alert, Bond, and Empathy are as well.
If you expect survivors to all be on comms, why do perks like Kindred exist? Shouldn't they be removed, or given to survivors for free?
If you would argue that survivors getting Kindred, Alert, and Empathy for free, getting essentially seven perk slots, was overpowered, doesn't that by definiton also imply being on comms is overpowered?
As long as BHVR keeps adding new info perks, that you don't need if you're on comms, I won't believe that the developers intend for the game to be balanced around comms.
nobody mentioned balanced, this discussion is not about balance. And no the game is not balanced about voice communication and it never can be - or should be. Perks such as kindred exist because not all players want to play in a SWF, there's the solo experience there as well which has been discussed in this thread.
-
The whole sandbag part - there's actually many perks that can be used in that respect if one so desires it. Bond, Empathy etc nerfing a perk because this could happen in rare cases isn't practical.
Deception is not a super strong perk, it's one of those fun ones that happens to have some decent synergy with other perks, and most often when I've revealed someone hiding in a locker I never even had a clue they were there in the first place. That's part of the risks you take when you go into lockers as well though.
-
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3067478#Comment_3067478
I understand that (expect players to play together and be chatting on some form of voice communication at the same time) then why is there no voice communication or at least text communication have solo?
There was never any plan for us to introduce voice communication, nor is there. It's not something we wish to do ourselves especially as there's many other methods for players to communicate with their friends.
Many people also bring up balancing when they talk about bring solo level up to SWF level by voice comms, which completely disregards the fact that not everyone speaks the same languages and that server regions cover areas with many different languages. We have discussed in the past how to bring solo survivors up to the level of SWF, and I believe that this is still under discussion.
-
@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3067424#Comment_3067424
pretty sure they were hiding in the locker after the gens were powered so they did not get mori'd by Rancor
Which as the killer gets a notification bubble of where the obsession is with rancor - the locker doesn't protect from that, as it's not an aura.
-
SWF is not cheating
SWF using Discord is not cheating
SWF was always intended to be added to the game, the delay in adding it was purely down to not having the time to make KYF and SWF, so KYF was prioritised.
Survivors communicating is not cheating...just because voice communication is not in the game does not make using discord cheating. We fully expect players to play together and be chatting on some form of voice communication at the same time.
The game rules are clear, please do not call something cheating when it clearly isn't. This is something that's decided by ourselves.
-
@Megmain80 said:
My lovely teammate decided to decept my locker after seeing me go in after last gen popped. of course what they didn’t know was the killer had rancor and I was the obsession. I’ve also had this happen when I was using head on.
why would you hide in a locker against Rancor, when Rancor shows the location - and a locker doesn't hide that?
As someone who often runs Deception, I've randomly Deceptioned lockers where a survivor has been hiding, lockers aren't always a safe space! Making the perk not work on a specific locker because someone has decided to hide in there I doubt would be a thing, as it would nullify the perk.
-
We do not have an official discord any longer...the discord has been given back to the community to run and we are in partnership with it. It was a discord that was initially created by the community for the community. We are not involved in the day to day running of the discord or the way it's set up etc. We do post news/updates etc in there, the same as we do here.
-
Not a mod but I can answer this one...first of all, we do not just take feedback from the forums, we also have a lot of other platforms where we take feedback. This feedback is also discussed intently - I took part in the long meetings presenting this feedback, as that's my job.
When we go through the feedback from the PTB we're also very aware that there's a small number of people playing the actual PTB and please bare in mind that there's also no matchmaking on the PTB so all skill levels are together, which can sometimes skew peoples perceptions of things. So whilst we do clearly listen to feedback - the changes that we made from the PTB emphasises that point nicely....not all feedback can or will be implemented, as our Designers have to make the decision about what is best for the game overall.
Prestige icon feedback - we were very clear initially that this was not going to be something cosmetic, most people correctly figured out it would be something to do with the portraits based from that. The proposed portrait wasn't generally received positively so changes were made to it. We were always clear that this wasn't going to be a Legacy 2.0 outfit, nor was that ever the intention.
DS stun timer - the arguments have not been ignored, we've had some pretty lengthy discussions about them internally. This update was always going to be controversial due to the perks that we were changing, so we expected all of this. The fact that DS is used and the reasons why it was used were discussed. And we made the decision to go Live with the stun timer as it is, with the view that these things we can change in future if we find it's necessary.
We want to shake up the perks that people play with, keeping them the same strength would not accomplish that.
It's completely disingenuous to say we don't listen to feedback, when we clearly do - when we clearly have made changes based on that feedback. Of course we cannot possibly please everyone with the changes we make, as pretty much everyone has a differing of opinion. But I think we've shown time and time again that we do listen to feedback and it's not just from one place either.
-
I've been waiting months for this, been following their progress on Instagram and seeing the characters there got me super excited. The trailer looks really good, so I can't wait for the full thing.
-
Some interesting builds there...I'm looking forward to seeing what people change their perks to, and hopefully try out new things.
I often run random builds tbh, normally go back to my Head On/Deception build though.
-
It's definitely possible to build a solid PC for that price, and one that can be upgraded in the future etc - I try to future proof my PC;s as much as possible!
If you're totally against building a PC on your own (and it's really not as hard as it seems, it's actually pretty easy, many youtube videos that show how etc) then there's a variety of places that will build for your specifications, so they're customisable for what you would want out of a PC. Ryzens tend to be a bit cheaper than Intel and honestly work just as well, I've switched over to Ryzen many years ago now and find them to be excellent especially with Adobe programmes (which are a pain to run sometimes).
I would suggest making sure that you have a minimum of 16GB Ram in the build, because that's pretty much becoming standard now. A solid GPU, for gaming try to go for a 70 series on Nvidia cards, as those are much more capable than the lower versions. And a decent power supply - I'm so wary of these, and a lot of pre-builds (not the customisable ones) put in a very cheap PSU that's really not up to the job.
-
they are gorgeous kitties <3
Thank you for sharing pics of them.
-
If you have any information to add to the reported bug, please do so. We do try to keep all bug related issues in the correct sub forum.
-
I believe that the character level should be kept, it's something that I'm double checking on though.
-
Like Rizzo I've been watching out for this for some time - love watching their stuff in general...so I'm very excited for the 22nd when this is fully released, the trailer is fantastic.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061141#Comment_3061141
https://forum.deadbydaylight.com/en/discussion/comment/3061592#Comment_3061592
what about games where someone kills themselves on their first hook, sandbags, or otherwise ints?
While i'm glad DCs throw out the stats as misleading, there are other arguibly more common factors that seem to get ignored as potentially skewing outcomes.
pretty impossible for getting survivors who've suicided on the hook to be excluded from data. Hence I was specific to the point raised that this was DC's.
-
@Adaez said:
Honestly those kills are this high because in many games,a lot of survivors just give up and dc,so they still count as kills.
Also the rates might be a bit over 50%,but not a lot of players play killer because after a game or 2,you're already burned out and bored of it.
DC's are not included in kill rates, just as an FYI.
And please bare in mind that the data in that graph is months old and doesn't fully represent the game at present time.
-
@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3061053#Comment_3061053
It was weird for me to learn that so little people knew about wiggle regression, but after all I know DBD since perma sabo was a thing. Most people from back then remember it.
I don't really get why they removed it. It was so insignificant and nobody cared/complained.
I think it is one of those things that if you'd been around from the game from the beginning when perma sabo was a thing, that you knew about it, otherwise not. As I was surprised so many people didn't know about it when the change was made in the patch notes.
I do think with perma sabo being long gone from the game, that it's a base mechanic that wasn't really needed in the game any longer.
-
@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3061040#Comment_3061040
the skills checks are rhythmic meaning they never speed up or slow down, while the skill check zone does get smaller all you need is muscle memory and you will land many greats. It doesn't even have to be all of them, sometimes getting .5 seconds off will give you enough time to wiggle off and that alone can completely change the way a game is going. I feel like you can still do callouts during this time + the killer is moving at 92%(110% with agi)
I have no problem with the change other than the fact it wasn't announced and was just a random killer nerf. I'm honestly surprised they didn't do the same thing for struggle phase on hook where great skill checks pause the hook timer(I'm glad they didn't).
Please remember this is still only in the Beta phase, there's no confirmation yet on whether if/when it goes into the game fully it will still have the same things applied to it.
-
-
@RakimSockem said:
Bruh what are you talking about??? Why would you think you could reset the wiggle just by dropping someone over and over? That would be broken as hell and hook sabotage would literally mean nothing at that point.
I think they mean, after dropping.
It used to be that survivors who were carried for a short time, then dropped and left on the floor - their wiggle progress would gradually reset. This was removed.
-
With the rework that's coming to Spine Chill, it will only give the action speed bonus if in direct line of sight for killer - which will help stealth killers a lot more. The vault speed has been removed entirely.
-
As Jarky said, the shards were sent out some time ago to players who'd played as Leatherface. If you believe you did not get them when you should have, please contact our Support Team who can check: https://support.deadbydaylight.com/hc/en-us/categories/6713776396180-Dead-by-Daylight
-
This is not a bug.
This was a change that was made a few patches back.
-
This addon only affects survivors who are sleeping. So it's very likely those survivors who escaped were awake
Edited to add - it says on the perk "survivors in dreamworld"
-
Using Discord or other 3rd party communication tools is not cheating. We built SWF into the game from the very start, knowing that players would want to play with their friends and fully anticipated using communications.
We do not have any rule in place around communication nor intend to, and we in fact specifically say that using communications as a SWF is not something that's reportable, hence not cheating. So please do not spread misinformation - you might not like SWF, but please do not call them or people using the process a cheat - or define it in that manner.
-
If you think you've found a bug, please use the Bug Reporting section of the forum to report said bug. Thank you.
-
Whilst some DLC's are only purchasable with actual money, the larger portion of the characters on both survivor and killers are purchasable with actual in game currency - so you play to earn enough to purchase those characters and their associated perks if you don't want to wait until the Shrine rotation.
The Rift/Tome - gives the auric cells back that you've spent if you purchase the paid pass. You also do not need to purchase this pass if you do not want to, and you can also finish the whole thing before purchasing it - then get your AC's back.
-
Reducing the strength of the majority of the perks was necessary if you want to do things from a balanced view. Base game changes were also included as well.
There is no way you can buff a perk so that it would be as useful as Dead Hard for example, without it being completely overpowered in regular play - hence the need to rework the current meta perks and buff/rework other perks so that they will replace the meta...and give people a chance to use other perks without feeling like they need to use specific perks.
I totally understand that players get attached to certain perks and feel a sense of loss when things change - we saw it previously with Hex Ruin. But that's part of the fun of a live game, that things like that can and will change - shaking up the meta is a great way to breathe freshness into the game. We've all complained about seeing the same builds over and over, and this is really going to change that up a bit.
-
Only the characters that have reached P3 by the time the update drops will get the new bloody portraits on their character.
-
@Megmain80 said:
https://forum.deadbydaylight.com/en/discussion/334045/credit-where-credit-is-due
They didn’t listen to the ‘community’, they only listened to killer mains…big difference.
not in the slightest. We take feedback from all sections of the community and this feedback is something that's taken very seriously - hence the changes from PTB to Live that we announced yesterday. We made very clear in our initial Developer Update when we announced all these changes initially that we were looking at improving the kill rates, so it's completely understandable that this is something that has been a high priority focus for us.
-
There's more information on the Developer Update about this that we put out yesterday
https://forum.deadbydaylight.com/en/kb/articles/341-developer-update-july-2022 basically the prestige level would be 9
-
@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3059229#Comment_3059229
Cool! So I only play Hag . I only care about her having the perks I purchased. However I haven't prestiged her yet(not even once) . So long story short if I prestige her before the new update, I will have to unlock the perk slots but the perks I bought from the shrine will still be available for her and all I'd have to do is unlock it in bloodweb ?
you never lose unlocked teachables even under the current system. So when you currently prestige, you lose everything from the inventory - but you can still get everything back in the bloodweb...once a teachable is unlocked it does remain unlocked.
-
I know there's a lot of confusion around the Prestige system and how it works with perks, levels for example. It's a lot easier when you see it I must admit - explaining things like this is not always easy. I'm super visual and have to actually go through the procedure to understand things properly.
-
@dugman if they're purchased already on the Shrine and available on characters - so you purchased Discordance for example in the shrine, levelled up Wraith and have Discordance T3 on Wraith, then you will still retain it on that character. You won't have it on characters you currently do not have it on though.
Please note, I'm specifically talking T3 in my example.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3058828#Comment_3058828
Say Mandy, out of curiosity any idea roughly what quarter you guys are shooting for on bots? Was it Q3 or Q4 this year? I know you guys posted a roadmap chart for 2022 but it didn’t give any sort of estimate at the time.
Sorry, can only say what we've put in the road map for year 7. We tend to not give a time estimate on these things.
-
There is no plan to have bots in regular matches. This is purely a "practice mode" if you will, something in custom matches to help learn killer powers or maps etc.
-
Can confirm the unlimited range is on the scratchmarks, not the aura reading.
-
There is currently no PTB on Steam, the last one for the mid chapter patch has closed last week. Please watch our channels for further information on when the next PTB will be.
-
With the new reduction in grind when it comes to gaining new perks, the Bloodpoint economy had to be tweaked with regards to where and when they should be spent. While players now need to spend Bloodpoints to prestige, ultimately the grind is still heavily reduced and results in an overall improvement to the entire system.
-
@ich_häng_mal_rum said:
Since a few days it has become strangely quiet on the part of bhvr when it comes to the planned mid-chapter... or is it just me?
In my opinion it would be an important and right sign if the devs would inform us openly about the state of affairs, since an enormous feedback came from the community. Are there any changes to the ptb to be expected? Which ones? P3-rewards? Prestige system? Otr? Or will the midchapter even be postponed and/or reconsidered?
There are massive changes, not only to the gameplay, the perks, but also in terms of player progress... at this point it would only be fair to inform openly and not to make small changes behind closed doors. The announced midchapter is too serious for that and in my opinion an exchange with the community is important. I hope very much for a feedback of the devs.
We just posted a Developer update giving information on the changes from the PTB. Which is the way we always do it.
After the PTB closes, we make sure to collate all the relevant feedback to notify the various teams on how things are being perceived. Then comes the decision processes of what will change, what won't change etc. Then we have the update to write up. It's pretty normal that we do not communicate on things until full decisions have been decided on.
![9ry4gKz[1].png](https://forumcdn.deadbyqueue.com/6030815/uploads/EZCU9K0SJ3D7/9ry4gkz-5b1-5d.png)
![GosX9Oc[1].png](https://forumcdn.deadbyqueue.com/6030815/uploads/SBK6HWBRYMPX/gosx9oc-5b1-5d.png)
![BDTkZ90[1].png](https://forumcdn.deadbyqueue.com/6030815/uploads/3FWHUU2CZYVU/bdtkz90-5b1-5d.png)
![E3aJZbg[1].png](https://forumcdn.deadbyqueue.com/6030815/uploads/KZ8XBR7DDAZK/e3ajzbg-5b1-5d.png)