Mandy
Mandy
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- Mandy
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2862313#Comment_2862313
Ah ok, I took that answer to refer to a match replay system that was user friendly and robust enough for players to be able to rewatch their own matches versus a more limited, perhaps clunkier system that could be used internally for customer service reference.
It unfortunately comes down to the same thing, it would be a massive undertaking
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As we've said in the past, things like this are not solely down to us and as such we cannot promise that will ever happen. As we've seen with the cross progression for Switch it's a complicated situation with many factors involved. So we are unable to give an ETA on cross progression or even confirm if it will ever happen.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2862287#Comment_2862287
To clarify, I think part of the suggestion the original poster is making is that the reporting system should have a way to automatically generate a corresponding replay file behind the scenes that gets attached to in-game ticket as the user submits it. That way the onus of creating and attaching video files is removed from the end user and just happens systematically.
This is a question that we answered in the last Q&A where we answered why we can't implement this.
https://youtu.be/wIocxDbQ-9g?t=1873 -
If this is referring to hotfix patch notes, those are usually bug fixes so they're always going to be pretty empty of content/features.
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As a report has already been made about this...then there's not any real need for further discussion.
Our rules clearly state that working with the killer is griefing (for both sides, survivor & killer) and is subject to a temporary ban.
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I appreciate the frustration around the report system, it is the same for all platforms as well unfortunately as video evidence is required for most reports and those need to be sent with a Support ticket.
Playstation and Xbox as well as PC do have these recording features built in but again, it's not the most intuitive thing to use.
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@Reign225 said:
I totally agree with u. If only the community could at least just nerfed a little bit of her skills to make it better not worse. That way she wont be as hard as she gets even shes a strong killer. It would be awesome for me.
I do not believe that her skill cap will be lowered.
Practice, practice, practice I'm afraid - she takes a lot of learning.
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Nurse is a very very strong killer, however she's super hard to master - for the reasoning that she's very strong. She'd need some serious nerfs if her skill cap wasn't so high and she's already been toned down to what she was.
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There is no plan for the PTB to be on consoles I'm afraid.
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If you have this happening in the matches that you are in, please report the players. It's definitely something that falls under the "unsportsmanlike category" and can result in a temporary ban which has an escalation procedure up to a permanent ban.
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@Katzengott said:
I didn't know that yet, tx @MandyTalk
So both, Microsoft and Sony don't allow that (yet) due the different console architectures. It's not just a DBD thing?
It's even classed as a separate platform for updates etc, which is why you often see posts here that the updates have gone out at different times, for example XbX S users will say they've not received the update yet and then xbox one users say they have (or vice versa). It's why I always check the platform when someone just says xbox.
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@Katzengott said:
https://forum.deadbydaylight.com/en/discussion/comment/2860470#Comment_2860470
Wouldn't be that an arguement for NOT beeing separate platforms?
And that's not something that's on us to decide, these things are via the platform owners.
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@Katzengott said:
Even they're the same servers, keep in mind with crossplay off XSX players are only matched with XSX players, and PS5 players only with PS5 players. That's why crossplay off is still kinda forced on the newest console gens, as queue times taking ages on XSX and PS5 with crossplay off. You can still queue up with friends if you didn't know, so matches between Xbox One and Xbox Series X are possible. So i don't get the reasoning 1 plattform has an advantage over the other. @MandyTalk
unfortunately that will probably continue to be the case until the newer generation of consoles are more popular - they're considered to be a separate platform so they only match with themselves if they choose to not use crossplay.
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The servers are the same for all platforms regardless of whether crossplay is on or off.
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good boi pic
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2856345#Comment_2856345
https://forum.deadbydaylight.com/en/discussion/comment/2856397#Comment_2856397
https://forum.deadbydaylight.com/en/discussion/comment/2856473#Comment_2856473
Hello Mandy,
first of all, I would like to apologize for my harsh tone in the above post. I was very annoyed with this perk that day because every survivor was running around with it. I realized after the fact that the developers will look into it and I'm very glad about that. Yes, you're right, the sprint boost is stronger, but I personally don't care about the strength. It's more the frustrating part of DH that bothers me. That's the only thing I have to complain about. Playing against sprintboost just feels a lot better. I also think sprintboost is good.
Thank you for the apology, but there's really no need to apologise. I've said on this thread that I think the issue with DH is that it's frustrating to deal with - so I do completely understand.
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I'm going to question number 7...as we have a couple of "old sabo's" - the one where the hooks never returned or the one where the hooks would return but survivors 99'd hooks?
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855953#Comment_2855953
Monitor only increase TR doesn't it?
No it increases the killers field of vision by a further 10 degrees also.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2856561#Comment_2856561
Certainly. And what affects what feedback you collate and communicate back to the devs? Your prejudices and beliefs. Which is fine, it's just a human thing. Nobody's objective.
Considering how out of touch the devs are, I imagine your influence is much greater than you believe.
My feedback to the design team is 100% without bias...that's why I do the job I do.
I am free to have my own personal opinions and to express them when necessary but I am quite able to differentiate between my opinion and community opinion.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2856517#Comment_2856517
I can see dead hard isn't being changed or nerfed in any meaningful capacity.
I'm not a game designer, therefore I do not make design decisions.
Part of my job is to provide the feedback to the team - I do that devolved of any personal opinion.
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We do have a bug report with regards to this - it does not appear to be linked to ANY specific perk that I can see...as there are reports of many different perks. It seems to be more the action of a survivor escaping the killers grasp and then picking up another survivor, nothing to do with perks from what I can tell at least.
So please do not start a rumour that this is anything to do with breakout or a buff/nerf of any kind. This is purely a bug that is being addressed.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/2856500#Comment_2856500
DH can invalidate any mind game or outplay the killer does, it's also a reset button for any mistake during a chase. It's used because it's broken not because it's fun.
Whilst for sure it can rectify a mistake, I am not denying that.
A lot of the times survivors use it being prepared to use it - to get that extra distance at a loop for example, get one more loop around the tile before dropping the pallet, that's not a mistake, not a misjudgement - they take that extra loop because they KNOW that by using DH there they will make the pallet.
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Crossplay is between all platforms - there are no plans to change this to individual platforms.
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We did apply a tentative fix for the Steam Maintenance issue and I was in-game on Tuesday when maintenance happened and I definitely didn't get a disconnection penalty.
I think the OP has a different issue that's causing them to lose connection to Steam.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2856345#Comment_2856345
Out of curiosity, am I right in thinking it’s something where the data shifted after hit validation? It struck me that probably Dead Hard’s effectiveness and popularity saw a significant spike after hit validation was fixed.
I think the issue that was with Dead Hard was less noticeable prior to the hit validation going through - after that, the complaints about it increased ten fold and I am sure the usage has gone up as well. Prior to the validation, there were the regular complaints of being "exhausted on the ground from survivors" (which is fair enough because the perk was designed to give that invincibility frame to dodge a hit), and complaints from killers of "dead hard for distance"
Since the validation was added, instances of being exhausted on the ground are way less - from what I've seen here at least, but of course the issue with the hit validation became apparent with the feedback to killers, which was addressed and should now only happen when the player has a much higher level of latency.
So yes, I suspect that Dead Hards usage increased a lot when the validation went through as I know many survivors had stopped using it due to the exhausted on the ground issue.
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@ThanksForDaily said:
Watch killer mains creating SB nerf threads everyday after DH being nerfed. Can't wait.
I must admit, I was thinking if Dead Hard wasn't complained about then Sprint Burst probably would be.
I'm in the camp that Sprint Burst is actually stronger than DH when it's used in a specific way, although it's not as frustrating as Dead Hard is.
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@GannTM said:
Oh geez I can predict where this thread is going to go.
so can I, hence I am closing this right now.
Stretched Res gave an unfair advantage in game to both killers and survivors - hence we have removed the ability for players to stretch their res other than what is intended and black bars are in place when methods are used that are not supported by the game.
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I believe it was the last QnA where Dead Hard was brought up, and yes it is a perk that's being looked at. So no, we're not ignoring it, the designers are not "fine with it" and it is scheduled to have some adjustments/changes.
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There is no conspiracy theory behind this at all, the game has grown since that first initial keyart which we've had for years now and we wanted to do a wide representation whilst still showcasing our origins - hence the 4 original survivors.
We can't fit all characters on the keyart - we have a lot of characters right now, and some are always going to be left out. The Keyart depicts the orgins and growth of the game.
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There is already a bug report in with regards to Demo's daily and the shred attack. Please feel free to upvote that and add any extra information.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2856050#Comment_2856050
i think i even recorded one clip so i will send it to support once i am home
Feel free to make a bug report here - QA and myself check all of them.
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Can confirm this is nothing to do with the charm - want to put that rumour to rest right now.
The game was released ahead of schedule in some areas - we are currently working with our partners to bring the game back to those areas (including Saudi Arabia). People who have already purchased the game and any DLC's etc can continue to play but unable to purchase things further. This is a situation that's being addressed but we do not have an ETA of when the game will return.
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There isn't any natural decay on the Condemned mechanic other than inserting the tape...if you believe the tape wasn't inserted in this case, then please make a bug report on this, as that's definitely not intended behaviour. I would advise recording some of your matches with regards to this as this seems to be very rare and no other bugs are listed with survivors losing condemned status.
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Hi, I listed this as a bug and it will be addressed in a future update. Thanks for pointing it out.
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@Alionis said:
This is not a bug, it's how they are coded to work and the recent fix also fixed them. That their fixed version might be overperforming is a completely different thing.
They are bugged, the charge time is not being added. Hence we have an acknowledged bug report.
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Killswitch is there for extreme circumstances only, it's not something that's to be used randomly. Wake Up for example was crashing games completely and therefore needed to be switched off. This is a Live game, bugs are going to happen...not all of them are going to be considered as game breaking or warrant switching off.
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I'm closing this bug report due to the arguments that are occurring on here. This is an acknowledged bug - the addons are not adding the charge time as they should, hence this IS a bug and will be fixed in a future update.
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There is already an acknowledged bug report in on this, please feel free to upvote the report.
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From the patch notes of the main Chapter release.
Overcome is supposed to only trigger when you lose a health state - so from healthy to injured, which is not the case for the Endurance status effect.
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There is no information concerning this, we have announced about Steamdeck and that we will support the game on Steamdeck - but we have not given any ETA's.
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I think that putting all those under incapacitated would be far too much, basically Survivors could do nothing and might as well just stand still. There's already perks present from the killers side to block pallets and windows - including the Entity blocker, and those can be freely used.
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@domriver said:
Thanks for the info Mod! I played yesterday without cross. I played 5 games within an hour. Queue times werent terrible at all. I was in a game under 1 minute at all times. Maybe i was just lucky? in im california so all switch users decided to play yesterday at 12pm-1pm lol.
I think you got the sweet spot there with regards to the timing!
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Thank you for this, as usual!
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5.6.1 came out on Switch on all platforms yesterday at around 2pm ET - a few hours after it was released on the other platforms.
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Technically you do "derank" when losing as rank is now MMR...and not Grades.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2852599#Comment_2852599
I am actually wondering now, because DbD players did clearly showed a disliking about SBMM since it's launch, most of the playerbase at this point, even in the dropping numbers for a very long period of time.
Do you guys at BHVR are aware of this problem, do you plan on doing something to address this... do you connect the lose of players to SBMM in the first place?
If you'd like to answer or not, anyways appreciated Mandy! I am genuinely curious now
All I can say is what Design Dad has said previously on here, with regards to knowing the system isn't perfect at the moment and that it will be refined.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2852599#Comment_2852599
I mean mmr still sometimes would put my like 20 hour sister against 2k hours so i don't see the difference. It still happens that sometimes when im playing with my 3 friends which we all have 4k+ hours against a killer with only 100.
That's something we're looking at addressing as I believe that's the "backfill" issue that has been spoken about previously. I agree, it's not fun at all for the players when this happens.
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I think the biggest problem with that old system was that it put new players against very experienced players which was completely unfair and pretty horrid for the new player experience.
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I remember when healing was nerfed - it gave birth to the Resiliance, Spine Chill, Iron Will, Adrenaline meta and I believe it most definitely gave rise to what we now refer to as "gen rushing". Prior to that, Survivors would spend more time healing but this change showed survivors that they were wasting time healing and focus the generators instead. Survivors adapted to the changes and developed a new meta basically, which is something that will always happen.
I don't mind survivors healing, as I know that's less time they're spending on gens. Speed of healing could possibly be an issue - super fast medkits etc, but I do not think healing itself is the biggest issue.
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I'm closing this right here, as it's clear which way this thread is going.
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