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Mandy

Mandy

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Mandy
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  • That issue was fixed already, we had a backend fix last week that took care of it - it luckily didn't need a download from players.

  • I'm closing this, as there has been no changes made to Spirit.

  • There is no bug report section on the forum, all bug reports are collected from Betahub which you can access via our Discord or via Betahub directly https://app.betahub.io/projects/pr-5642738318

  • If you have tried to reconnect everything on the BHVR account and claimed the rewards there, please contact our player support who can help you.

  • Not even going to discuss the differing actions as they are not comparable.

    Wesker had some "techs" that most people were very aware were bugs and not the base part of his kit - now the refactor did fix a lot of these techs as we saw on the PTB. Now we have done a lot of work in the time between PTB and Release to address these and make sure they're implemented properly into his kit - am not saying every single one but the majority for sure.

    If you're finding things that are different then please head over to Betahub and report them as a bug and add video to show what you're referring to, thank you.

  • That is something that has been fixed earlier today - there was no download required by players, it was something we could fix on our side.

  • We are aware there's been an issue with players connecting this evening - the issue should now be resolved.

  • Please reach out to Player Support who can assist with account related issues.

    Dead by Daylight

  • Was actually having a conversation with my team about this very topic today and looking about what we can do differently.

    The problem with the old system of dev updates, was they were a massive time sync, the writing process, review process and then the translation process (we have to allow 7 days on average for that), meant it was unsustainable for a PTB, as often things change from a PTB so things were then out of date. It's partly why we use the stream format which is a snappier pace and you learn the information directly from the Designers (in regard to live balance changes etc). We did the same with Discord Staging events with Designers etc as we were able to share more information and answer questions directly on it.

    This is not to say we won't do anything like that going forwards, but we're looking at different formats and maybe not quite so detailed for a PTB….then potentially putting out something prior to content being live.

    What I really want to do, is give more context to why things are changed, why something is nerfed, why something is buffed - that might help players understand why particular changes are made. Sometimes that will be data related, if we're seeing something problematic in the data, we often will need to make a change that might not be popular for example, on the other side, it could be based around the feedback we've had or the gameplay that we've seen. So many different reasonings go into a design change and I think it's more important to explain that information than do a dev update about what's coming a week from now for example.

    (all this to say, we will be doing something but it will likely be in a different format from what we have done before)

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063595#Comment_4063595

    In context, I think what Mandy is saying is that they want to see if better matchmaking helps with tunneling and slugging, since this was a response to a question about anti-tunnel and anti-slug. Those things are what's been shelved (sadly).

    thank you for providing the context, yes that's exactly what I was saying.

    As for MMR update, no it's not been shelved, we'd have said if it was! It is going to take some time before we have more information that we can discuss on it though, but as soon as we have enough information to share I'll organise something that makes it more known to players.

  • It was not, sometimes we run tests where we need results on something without any type of confirmation bias - its rare that it happens but this was one of those times.

  • We're actually doing some tests on the matchmaking incentives so that's why you might notice the odd bit of weirdness here and there

  • Thank you for that extra context - it's really important for us to hear the experience of new players. This is a game that is fairly simple in idea, but the practicalities of it are anything but simple….those of us who've been around for many years (I've played since release), have the advantage that we learnt the game at the same time as everyone else did, I cannot even begin to imagine how difficult it is for those picking up the game now.

    So thank you very much for your thoughts and ideas, they are greatly appreciated.

  • I really love that you've tried to think of our newer players! i think we can sometimes get so caught up in the hours we have in the game, we forget what a challenge it is when you come into the game now with the amount of content that it has. Its nice to see players looking out for others <3

  • Its okay! No harm done. And i do genuinely understand the depth of feeling here i get how frustrating it is when its a character that you've invested time and BP into. The decision is not in my hands here all me and my team can do is pass on the feedback

  • as a Zebra pants wearer for many many years (since they were put in the game) I take offence! Nea is beautiful and has the best fashion sense!

  • @Kupega said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059225#Comment_4059225

    Y'all forgot about him so much that you can't remember his name properly… yikes

    or ya know, I'm dyslexic so I mix up letters quite a lot

  • It's interesting to me, what people think makes a good killer - like one that's not too strong or too weak. What powers you enjoy using and playing against - for example I love to play against Drac but I also love playing as The Unknown.

  • @Langweilig said:

    @Mandy I think ghoul is Strenght wise fine as you said. The main problem was always that he isn‘t very difficult to play. Take nurse and blight for example. They are op but people accept them because they are kinda difficult to play and therefore don‘t mind loosing as much. Ghoul on the other hand has an hitscan attack that has very little counterplay much like legion which isn’t liked as much for that reason, only difference, legion isn’t as oppressive as ghoul, which makes him more bareable. You did a lot of great changes to ghoul like removing kidnap tech and trying to solve the injury through walls that was always annoying (even tho it still needs a little work).

    The main thing you need to solve in my opinion is increasing his skill celling and making it possible to mess up more/allow more mistakes.

    I made a suggestion at his release and I will link it as I still have the same opinion. There the main thing I wanted was giving his hitscan attack more counterplay as getting injured for free never felt good on any killer and I wanted the reduction of his minimum required distance for a leap from 5m to 3m, which would allow him to do more skillful bodyblock plays at loops that could potentially be messed up. Also reducing it would make him way less clunky to play, so I hope you will change this with whatever nerfs he will recieve.

    https://forums.bhvr.com/dead-by-daylight/discussion/452606/ghoul-nerfs-changes-suggestions-from-ghoul-main

    I think that makes a lot of sense, thank you for relinking your idea!

  • what would you suggest? If kill rates and dc rates are average - where do you suggest we look data wise to see where there's a problem? We do know a few bugs with the character also contribute to a few issues, such as the animation problem.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061409#Comment_4061409

    I understand, but after a decade of the same problems persisting and the issues that affect our relationship with you guys (TWD stream, the issues on social media with moderation, etc.), what are we supposed to think?

    no I get it, I really do - mistakes have been made, we're not perfect and we do make them. We try to correct them and acknowledge them as well - but I know it's hard to trust when it's broken

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061404#Comment_4061404

    Because it doesn't apply to what the game feels like. Data is important, but it often takes priority I feel without considering elements like fun and satisfying play. If our time feels wasted, that should be taken into account just as much if not more.

    Likewise, after 2025, you have to understand that the sentiment that both sides are being looked at is unbelievable. I can't look at how anti-go next/AFK crows were handled compared to anti-tunnel/camp/slug and think that that's actually what's going on behind the scenes. There's an important element of trust that has been damaged and there doesn't seem to be a consistent effort in trying to mend that at all.

    I appreciate that extra context to your initial comment.

    Data only tells part of the picture that's true! But it's also an important factor when developing a game and particularly in balancing - but we don't only work on data, we look at the other aspects…but if the data is telling one story, and the sentiment is saying something else, that's where things get more difficult and then it needs deeper look at what can be adjusted to address the sentiment of one side, whilst not impacting the data.

    Believe me, I wish things were easy, but when we're dealing with an asymetrical game, plus two sides of a PvP game - its not as easy as people initially think

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061396#Comment_4061396

    Genuinely no offense, but it's stuff like this that makes people feel like you guys are dangerously out of touch.

    in what way? I'd really like to hear your opinions on this - bearing in mind we're looking at both sides of things consistently not just focusing on one side.

  • Its a bit of a mix of things….one is that the killer is not overly strong data wise, so its identifying the areas that players have most concerns with (talking about playing against the killer), and making adjustments without weakening the killer overall - as he's not in a particular place where he needs a nerf. He's a little bit stronger at higher MMR but not much, very much middle of the pack (or close to it), so it's also about assessing priorities and bandwidth as to what needs to be adjusted and where.

  • Is there any chance you can record your matches to show the time spent in the game etc to see the XP, I just played a match and checked and it was okay for me - one thing I did notice that I believe the time counted starts after the initial camera pans (so when your character can move), not sure if that's something you've been counting or not

  • With the way the voting works, when we can offer the "change your fate" option, we have been doing so, at this stage that's not an option as we are too far into the development process and the voting results have been pretty clear. Whilst I am sorry that you and others did not get the votes you wanted, that does not invalidate what others voted for.

  • If you're having a problem with these still showing then I suggest contacting player support. They do only show up the first few times of facing the killer (I think it might be 5 times potentially), but if you're experiencing something different then it would be an account related issue.

  • Just to let you know, am having many discussions around Kaneki at the moment - so as soon as I know what will happen with the revault, I will update!

  • @Wezqu said:

    I don't think he has been even nerfed. He seems to be totally fine and even in your clip the guy has several chances of throw at the survivors but plays him like he is M1 killer.

    I kind of agree with this, definitely not the best example video to show there.

    The intention with this design is to increase his skill floor - which I think it seems to do quite effectively, the better you are with the killer then the stronger you are going to be in game, but if you're not great with him, you will have more problems. We spoke with many trickster mains regarding the 4.4m/s and it was one of their biggest requests to get that speed back down.

    We will be looking at the addons prior to the release and there's a few audio cues missing / bugged as well as some animations not fully fluent so there will be some changes from the PTB.

  • It is intentional to reduce the autoaim

  • For Legion, it will only be one character that receives it, same with Aestri - so Frank is the main icon character so they would be the one that is used on the Prestige Reward.

    There are no plans to have cosmetics linked to Prestige, outside of the current bloody prestige rewards.

  • @halcyondays93 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059200#Comment_4059200

    Hey Mandy, just a quick question.

    I like the badges I've seen (my Alan will be very happy when he eventually reaches P100) but I noticed there's only a badge for Aestri and nothing for Baermar. I only ever play as him, so I was wondering: is this an oversight or is he simply not getting one?

    there is no plans for one for Braemar, Aestri is the default - so it will be the same for Legion as well.

  • @CrypticGirl said:

    Hopefully these badges will be given retroactively for people who already have P100 characters?

    yes, if you have a P100 character the badge should be unlocked for you on that character once this goes to Live.

  • @IHasDan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059148#Comment_4059148

    I like the rewards but is there nothing for Resident Evil characters? I have 4 of them p100 and was disappointed to see they're the only ones to have no badge.

    The Resident Evil characters will have badges on the release of this chapter, there might be some differences with those ones compared to the ones shown in this PTB however - they'd use the current icons.

  • @THE_Crazy_Hyena said:

    What a letdown. Definitely not what I thought a real P100 reward would be like.
    I'd expected at least a special banner and a charm as well, or even a special T-shirt or something, that showed off the dedication to that character

    This is something that got discussed a lot and it was something that we spoke about on the forums, we never intended making this a big thing where people feel they need to strive for P100, it's more of a nice to have for people who have been able to invest the time into a character. If it was a cosmetic it would definitely feel more "valuable" and a must have for want of a better word (also could be problematic for licences etc), which is definitely not intended with prestiging a character.

  • I love that idea, what type of representation would you like to see?

  • @Kitsune_King said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058823#Comment_4058823

    certainly hasn't seemed that way. pretty sure it's been extended every single time and a lot of people are sick of it

    not on the survey responses they are not, and that's open for everyone to take…seems like the majority are all for it.

  • @OnryosTapeRentals said:

    Just have the mode last this long in the first place and be done with these silly last-minute extensions. If you know you're going to extend it from day 1, then just incorporate the extension into the mode's base length instead of sidelining all of us who are looking forward to playing 1v4 again.

    A lot rests on the survey response, it gives us a strong idea of whether to extend or not…the extension is not always a given.

  • Our Player Support are able to assist with appeals, however if you have already appealed with our support team even back when the ban was applied - then there are no more appeals.
    We also do not discuss bans on the forum, so I am closing this here.

  • I feel like I'm doing an impromptu, end of day Friday, AMA LOL

    😁

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057809#Comment_4057809

    are we going to hear about the 10th anniversary meetup soon?

    its definitely not forgotten about!

  • @SkeletonDance said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057809#Comment_4057809

    Off the topic but I'm curious. Did the devs completely gave up on working on anti tunnel and anti slugging changes?

    for right now yes, we did update after the previous PTB's that we'll investigate how an MMR rework will change things as we identified some issues both sides that we think an imbalance in the way the current MMR system works could definitely be adding to frustrations.

  • Player Support is the only team that is able to assist with this I'm afraid, the forum does not deal with in-game bans, so you will need to wait for them to respond - we do not have the information here, if your ban will be lifted or not.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057944#Comment_4057944

    thank you! its much appreciated and makes me more willing to queue up at any time

    I'm glad you're finding it useful <3

  • I don't think it's something that's been discussed, but like anything - it's not outside of the realms of possibility. For right now (at least) this is very specific to Trickster, as it really goes with his theme and personality and there's no plans to extend it to other killers.

  • @TheNormalizer said:

    You "gain" Blindness when you enter a locker, but your aura does not start going away for the Killer until you've fully entered it, while all of your auras do go away when you start enter animation.

    If this is intended, how about we normalize how it works?

    I've always rationalised this in my head because you go into a locker face first - so you get the blindness instantly as you're facing the inside of the locker, but the killer can still see your aura cos your whole body is not yet inside the locker. It's an interesting conundrum though.

  • This is really great feedback, and I'm sure during the PTB we'll find more of things like that. We'll have a post up on the forums where you will be able to put any inconsistencies that you find, and we'll be more than happy to share them with the team. Thank you in advance!!

  • @Emeal said:

    They should call them Power Break (its a break made by the Power) and Power Vault (its a vault made by the Power)

    But its gonna be easier to understand once we get a clear split of the origin of the Break or Vault

    pretty sure that was the initial discussion, then you have to think of perks so where would Turn Back the Clock fit into that? So this wording was chosen to try to cover all eventualities, including possible future things.

    I think it's harder for us having been around the game to deal with the change tbh, as we're used to saying it in different ways (I'm a M1 & M2 girl for example), but it might make it much clearer for newer players, at least that's what we've seen in user testing. But really waiting for the PTB next week to see how that plays out with existing players.

  • Legion is definitely not in the immediate plans for a rework or update, that's not saying nothing will change with them - but it won't be any time soon, there's no current plans for them.

  • Its not a bug, this is intended….we tested it in 2v8 and we had a lot of requests to have it on the live game, and from our side it was relatively easy to implement - no download needed etc.

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