Mandy
Mandy
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- Mandy
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Comments
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@Kupega said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036777#Comment_4036777
Is there any reason as to why these changes weren't just put in a PTB to test rather than throwing them into live, especially after Eric (rightfully I admit) spent time to emphasise the that the PTB was exactly for testing? It seems rather contradictory when there are already plenty of issues in the game as is and then this just threw an extra layer of unbalanced to both sides as it was tweaked.
Follow up question that is more curiosity than critique but why did it take two weeks for Breakdown and Wicked to get reverted to their previous effect? If they were in the game like that already then surely they could have jut been left untouched entirely?
unfortunately time constraints was the answer for the reason they were not initially in PTB - whilst we endeavour to get as much for the PTB as possible, sometimes things can only go to Live. It's not something that we want to do though, we'd much rather have things in a PTB where they can be tested and subsequently adjusted before going to live.
Because for the Live release they had already been adjusted on that build, so had to be reverted, and there was no time prior to the release to get them reverted and tested - as certification processes mean that we need to get these things done early. So we kept them to the next available patch.
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@Aven_Fallen said:
Why not just do a revert of the Pallet changes and start from there? I have obviously not played the new Pallet Density-Update, but wouldnt it be easier to at some point revert something instead of trying to change it over and over again? The state of the maps before the first Pallet Density Update was good enough, just very few maps needed more Pallets. IMO it would be easier to do a full revert and just work on those few maps.
With the way maps are set up, no it wouldn't be easier to do a full revert. We're aiming to improve the playability of pallets in general and we're aware that some maps this was a heavy survivor complaint, then of course it went too far to the other extreme, better to balance it on live rather than full reverting something and starting again, and then likely have to go through the same things.
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@VibranToucan said:
Pallet density is survivor sided: Took 2 months to change it in a major patch.
Pallet density is killer sided: Changed it in the next bugfix patch.
Killers can't have anything lol.
But hey, maybe thirds time the charm and Deathslinger is finally fixed for real.
I've seen a lot about "devs are killer sided" "devs are survivor sided" - it's completely untrue.
With pallet density, a lot of why the times of the changes made to it have taken the length of time it has, is due to our release schedule. We were fortunate for this bugfix patch that there was enough bandwidth for the changes to be made and tested, that's not always the case.
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I'm sorry but there's nothing we can help with on the forums. And on the Player Support side, you need to have access to the email that you signed up with - otherwise it could be anyone trying to access the accounts, so yes our Support team would not be able to assist if you cannot access that email.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036540#Comment_4036540
Artist let her Dire Crows out to play in the snow. I see no problem here.
They've come to visit us here in Montreal then, as there's a fair bit of snow around right now
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@NotJared said:
I'm interested to know if Map Showcases have the same MMR as regular trials.
MMR certainly seems to be turned off for seasonal events and 2v8, or at least significantly widened the matching pool.
I'm also interested which of the game categories on the official DBD stats tracker that Map Showcase matches count towards, if any.
The map showcase queue, does have the same MMR as the regular queue and it's affected by wins & losses in the same way.
The only difference is for Events, then MMR is used for Matchmaking only and you do not gain or lose depending on the match outcome!
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@GentlemanFridge said:
That’s either a massive crow, or a rather small snowman.
now I cannot unsee that…
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@random1543 said:
Just wanted to put feedback that I like the change
Betahub allows mp4 file uploads 😍
I also find the layout much more easier to use!I'm glad you like it and find it easy to use.
@Wezqu said:
Yeah I just want confirmation of what to do with the old reports. Do we move ours to the betahub or is there some other way they are going to go through the old ones
It also shows that devs are there and see the reports and we can now get progress info of what bugs are being fixed.
you do not need to remake any reports as the ones from the forum previously are all logged on our side.
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Queue times do not look to have been impacted by this, and both queues have a healthy amount of numbers. The map queue has also been pretty popular with players.
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Were you trying to crossplay with someone from Xbox? As until 11am today, Xbox were on a different version of the game, so crossplay with them was impossible, now that issue has been resolved, so you should be able to crossplay with your friends as normal.
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You would have initially received Second Wind as a base game general perk if you do not have the Stranger Things content, not from the Shrine. Then when the content returned, the perks went back to being associated to their characters.
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We do not take ban appeals for social media accounts which includes forums, and this forum has strict rules where we do not discuss bans publicly.
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We don't have a confirmed ETA for the release on Xbox unfortunately, as soon as we do know more we will share the information on our Social Media.
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It had a yellow tone in the PTB it's now very green, I will say if you have your gamma slider up too high it will be bright cos of the fog - the recommended 2.2 for the gamma slider though does not have this issue.
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The map was not pushed to live, the changes have been made on it to adjust the colour scheme which was the main complaint on the map in the PTB
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@TLduhDude said:
A couple of (small-ish) things,
Wasn't Skull merchant supposed to be getting undetectable from retrieving the drones rather than placing them? I thought that was a change mentioned in the stream though I could be mistaken.
And if the AFK crows are being altered to trigger faster, making hiding less viable for survivors, could we see the buffed version of Wake Up make it to live servers? It was a really nice change to the perk that was gutted for the live release to compensate for people hiding
That will happen in one of the bugfix patches, it's not scheduled for this release patch (skull merchant I mean)
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@dramafinesseXD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029775#Comment_4029775
you do realise if you have one browse through the comments of the Twitter post nobody wants this mode extended now I have 5 minute killer queues for another 5 days sometimes even 6-7 minute killer queues because of a mode I don’t even play stop extending this mode for the love of god
Think about everyone in the community two weeks of split queues is enough
we take the results of the survey that was in the game
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It's unfortunately not possible otherwise there would be too many ways to manipulate the system.
At the end of the day, and I don't mean this to sound unsympathetic, but this is an online game and a robust internet connection is required to play the game, if you have bad internet and disconnect frequently, you really are ruining the game for the other 4 players in a match, and should face a penalty, giving you time to sort out your internet issues.
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Whilst we always have extensions in mind for any Event, we do look at the information prior to making that decision about the Event (so whilst the Event is active) - in this case a lot rested on the survey results for what players themselves wanted.
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@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028941#Comment_4028941
This is not about seeing the killer's perks or add-ons in the lobby for survivors. Please reread my post carefully.
If the killer sees what items the survivors are carrying, they can render not only the items completely useless, but also the survivor's entire build.I already wrote about this above: when I play with a flashlight, literally all my perks are chosen for flashlight rescues.
And the killer simply negates my entire build, not just the item.As for the ability to see the killer before the start of the match, it literally does nothing, because his perks and add-ons remain unknown, but that would be equivalent to the killer seeing the survivors' items before the start of the match.
As for camping, tunneling, and slagging, as long as there are no built-in systems in the game to counteract this, killers will continue to abuse it, destroying the entire basic gameplay of survivors without making literally ANY effort.
Why do killers aggressively tunnel/slag on 5 generators? Because the game does NOT punish them for it in any way.
Impunity breeds crime.
The same could be said for the survivors who take a healing build and then play against Plague for example - that's just one of the RNG aspects of the game.
The killer is the power role, they are the true solo player - they're stalking their survivors in the lobby, adapting their builds to what they see in the lobby. That's part of the intention and the fantasy around the role.
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This is by design - the killer player able to react to what the survivors bring to the game is part of the core gameplay.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026072#Comment_4026072
Cheers for taking the time for such a thorough and clear response Mandy.
For what its worth, I do tend to err on the side of giving the benefit of the doubt, and I certainly don't hold the opinion that any of this is easy to manage. A lot of the points you raise are fair and do make sense, and I certainly don't want to come across like I don't appreciate the challenges that these issues pose.
I am also aware there are so many voices all screaming at you from all sides, and I do want to give credit where credit is due, there is definitely a noticable shift and much stronger attempt to listen to the community compared to previous eras of the game. The questionnairs and alike sent out to different platforms for all players to answer are really good too!
If you will indulge me, a small improvment that I think would help a lot, instead of proposing changes first and asking for feedback after the fact, perhaps if BHVRs balance teams were to pose an open question to the community once in a while before any changes were made... That would go a long way. Before tackling the issue, posing a question to the community and asking for players thoughts and ideas for your consideration might be worthwhile.
Say you decide you're going to buff, I dunno, Invocations. A month or so before you start working on it, put a quick survey out like your other questionnaires asking people what they think of Invocations, how strong they are, how strong they should be, and ask for suggestions on what could be done for existing invocations, and ideas for new ones. Even a simple "what one thing would you change? ", would be something.
Just the fact you actually asked for a suggestion would mean a lot to many people I'm sure. This would save dev time regarding fixes and reverts, and let you get a finger on the communities pulse around it and see the common talking points before you commit to a path. It would also let us argue it out before you commit any time resources, and generally have a better shot at smashing it out of the gate, instead of being the ones in the firing line and having to juggle rolling back or making further changes after the horse already left the gate.
Anyway, at the risk of rambling, appreciate reaching out 🤘
I do like that idea and it's something we've discussed within the community development team, it's definitely not outside the realms of possibility, that's for sure.
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@UndeddJester said:
Hi BHVR,
I've noticed there is this general tone lately of "calm down, don't get mad" in your communication with the community. Now there have been some pretty sizable disasters that have led to backlash, but there is one consistent problem you've always had, even in regards to your more recent renaissance of making big changes and having a much more open door for the community... This will hopefully be constructive criticism to help address the barrage of anger and push back regarding announcements you tend to get both for changes in the PTB and for live releases.
I've listened to numerous content creators, had discussions with many players of lots of different skill levels and experience over the 2 and half years I've played this game, and listening to and gone over the posts and streams many times with keen interest. One thing repeatedly sticks out in occasions where patch notes have gone well, and when patch notes have gone bad... It is simply a case of does the community feel heard and their opinion respected?
As 2 polar examples:
- Hillbilly in 4.1.0 getting his overheat mechanic for example is a case where the community doesn't feel heard... the issues there were his instasaw add-ons, but instead of addressing that, he got a new mechanic that didn't address the problem, and brought a load of new ones. This made no sense and the community didn't feel heard or respected at all...
- Hillbilly in 7.5.0 getting his overdrive mechanic, undid this and with his instasaw add-ons already changed, these changes went very well, as they addressed the very talking points the community had about Billy... in fact I don't think I remember a more glowing period of where the community felt more heard than this PTB.
Now the important distinction here is, just giving the community what they ask for is not the point... the point is, even if you don't give the community what they are asking for, they still need to feel heard...
I've heard I few times in streams the phrase "we hear you" or "its on our radar", but the problem is a lot of the time, we get a very high level, vague description of your thought process... and that thought process often is riddled with logical holes, and missing huge amounts of talking points with big repercussions elsewhere in the game.... More often than not, the devil in the details, and we as a community need to know that you've considered them...
Now I am known for being verbose on these forums... I'm sure there are several people who think "oh God here's UndeddJester with another reader's digest post", and I wouldn't blame them tbh, but... I have always held the belief that you need to take as much time as needed to say what you need to say, even if you have to be a bit pedantic and boring sometimes... However in a lot of your updates and discussions... explanations of your thought process rarely have more than a single sentence or a short paragraph.
What am I referring to? Well for example, in this PTB going by, we have a lot of talk about tunneling and slugging and camping and how they're not fun, and survivors are quitting in droves... However these things are complex, there are so many layers to these things that have effects through the entire game... this is why the "evil killer" thing didn't go down well... it's fine point the griefers out, but you need to acknowledge the mid ground, where even reasonable killers sometimes do these things... it is actually mahority of the time not a result of innocent Survivor persecuted by mean Killer, but often hand forced by going down under pallets, and other such aspects. The Game and everyone screaming "pallets" for example, kinda showed your hand you hadn't considered this...
And thisnis the issue... the biggest problem is when we have concerns and issues with things, we never hear the talking points we would raise and expect come back at us. Now no one expects you to reply to every possible talking point and every person... but we never get an idea of the big picture, what factors you've considered, and where your overall conclusion came from... and when you miss something like that, we never get a follow up to that effect…
I have no idea how you go realistically about gathering your feedback, but however you do it, when we don't hear the talking points we expect to hear, it makes us question if you've listened to us at all.
As some examples:
- The slugging changes: anyone with any experience will look at the slug changes and immediately an alarm goes off in your brain to say "what about Oni and Twins?". We hear nothing of these killers at any point. What about sabo squads, or teams repeatedly going down under pallets? These things are big enough to factor into your decisions, and yet we hear none of it... we don't know if you thought about it at all, and often the concluding changes seem to suggest no...
- The tunneling changes: you talk about not weaponising the anti tunnel changes, so you add no clip, but then have to revert cause survivors can clip in the killer and force hits, so remove it... but we never talk about this talking point again? Are you looking for another solution? Are you gonna compensate somehow?
- Skull Merchant or any rework on any killer: we get asked for feedback on their changes, but we never get any idea what your objective is, we never know what points you've considered in your rework. We get given a preview, we react to it, and then either none of what we said is mentioned or seems to feature into the rework whatsoever… a breakdown of the parts you want to retain of the killer and their identity, and the reasons changes don't fit into this idea would be great to hear... if we raise issues with something and things change, hearing that reasoning come back and what youre trying to achieve, or at teh very least a "it wpuld be nice, but we have this problem" response would go a lot way to making people feel heard and respected... heck we may even come up with a solution for you!
- Last minute changes on the PTB or rapid changes before anything settles: far too many times we give feedback on the PTB or issues in the game, and everyone thinks we've put in meaningful feedback... only for a whole heap of big sweeping changes that are completely untested get thrown in last second/suddenly to live. Some examples include Sadako, Krasue, the Fog Vials back to back double nerf, Dracula and Chucky constantly flip flopping buffs and nerfs. These things don't make sense, with many things feeling like they come way out of left field.
- No explanation why things aren't done: Even if you have to give the answer "we can't think of a good solution", that is a fine response, but you have to explain it… such as the Self Unhook to die issue, that was a hard issue to solve, and understandable why it took a long time to come up with the solution...However you never gave us the talking points we expected to hear, such as "we want self unhooks to be in the game, but we can't keep allowing people to continue subvering the DC penalty", "the DC penalty is necessary because the game doesnt function without 5 players, if you agree to play, you should honour that agreement", "we're reluctant to remove self unhooks, because it removes player agency", etc.
The overall point is, we as a community don't really know where a lot of your decisions come from, and what factors you've considered in making them. This allows people to form their own conclusions, that usually results in saying you don't know what you are talking about, or are "whatever" sided, or don't care about the community and just do whatever you want, etc.
While you don't owe us an explanation for every little detail, if we could understand/see the factors that went into your decisions, got mentions regarding our concerns (maybe even state you know something is an issue for <splot> killer or perk or survivor gripe, and ask for suggestions about that very issue), it'd make us feel much more heard...
Even if the changes don't go our way, it's a much easier pill to swallow, if we at least get to plead our case and feel it will actually be taken in.
Unfortunately opinions are like buttholes, everyone has got one, and some people are biased and only oit for themselves... so I dont know how you achieve that with the mountains of feedback you receive, but if you can manage this, help us understand the factors you're considering, I do believe believe on the whole tempers would not flair anywhere near as often or intensely.
We aren't your enemies, on the whole all of us here want to help, even if we do end up bickering like children sometimes.... but it's because we care, and want the game to do well.
Saying "we hear you" is not enough, we need to actually see it.
P.S. the Legion 2v8 situation is a great example of understanding your thought process would be appreciated... do you ever intend to bring them back? Are you looking for suggestions? Are they gone for good?
Cheers, and best regards
UndeddJester
You make a lot of interesting points, and I'm not here to say you're wrong in any of it - I can completely understand how it must seem to players when they don't have the full picture…and often that full picture is because there's things upcoming that we cannot yet talk about.
A lot of what you've brought up is what we intend to address in the Community Streams, which we've just started, to give players a better understanding of where we're having to focus our priorities and what our goals are for the larger changes. We're also going to explore adding more of a "dev note" to the patch notes when there are changes to give an idea of why a change has been made - which should hopefully give a more clear understanding of the thought process / reasons, without bloating the patch notes too much. Design previews we will be keeping for large reworks, we have started to do more with particular Focus Groups of players where we can share design information under an NDA and get more player input, this is particularly relevant with killers such as Trickster. We'd also like to share more data where it's relevant so that you have further context on changes that we're making - its not all about data though, it's a mixture of things including sentiment around something. There's never just one factor that goes into making a change.
For Legion, although we did explain that on the stream, I will say again - we've removed them temporarily, their power is such that in the 2v8 mode, it's a lot more oppressive than in the 1v4 game. As I'm sure you could tell by the feedback we received from the last iteration of 2v8. Our Design team is looking for solutions where Legion can still feel like Legion to play, whilst addressing the concerns raised since their introduction to the mode. There is no obvious solution here that we could implement, we tried nerfing them in the last iteration but the problem remained - getting that injury super easy is not so much of an issue on 1v4 because they still have to get the down, but that's not a problem in the 2v8 mode given the 2nd killer in play. So it's gone back to Design for them to look into further.
I know this is just words, my team is on these forums as well as the other platforms that we cover daily, and we do take this feedback to the relevant depts when it's warranted. We also work very closely with the other teams such as Designers, and make sure that your voices are heard.
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It's definitely not that deep, part of it is due to time on the Community Team side, we don't always have the time to create the assets for the posts when there's other things that have priority. But the main part, was that there was barely any difference in kill rates between the different iterations - and when I say barely any, I mean less than 1%.
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Unfortunately this will be for the foreseeable future, hence we put out the FAQ, it's not just one or two release cycles.
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I started playing from release, so there wasn't a lot of choice there - my first killer was Wraith, I also still play Wraith quite a bit mixed with Legion and Spirit. I enjoy playing killers with relatively simple uncomplicated powers.
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Hey there, this is definitely not something that has been forgotten about. It will be in a future release, but likely not this current release period that we're testing on the PTB now. I would expect it to come early next year given this is the last release of 2025.
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There will be changes to the update that brought us the Pallet Density changes, but they will not be in this PTB but should be in the next release, there was unfortunately not enough time to get them into the PTB after we did the Pallet Density Feedback, which massive thanks to everyone who gave feedback on that, allowed us to fully see where the areas of improvements could be made.
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@Fizzgig said:
We deserve some type of compensation. Crossplay was down pretty much all of October and through 99% of the event.
I'm sorry but the only compensation that was given out was for the delay in missing out on days from the Rift, there is not going to be compensation for not having crossplay enabled.
We do have an FAQ that explains things in more detail to avoid the confusion for the next releases:FAQ for Nintendo Switch Release Time Changes – Dead by Daylight
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(the update should be live now, and crossplay re-enabled!)
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There is a very small amount of people in the top level of play, a game has to be more balanced for the majority - which is the mid range, balancing for the highest level would leave the majority of players in a pretty difficult spot.
Despite the rhetoric that everyone is at the soft cap, very very few actually are anywhere near it - it's not the "easy to get to" that people believe it is. we have to consider the game as a whole. And whilst we do think of how things could be used at the higher end of play, it cannot decide the balancing for the whole game.
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Am hopeful of an update to Switch today to allow for Crossplay again
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022474#Comment_4022474
while they are dealing with the false stats they should also ajust the mmr that people are gaining and not losing. its no wonder so many people are having issues as survivor if their mmr is being artificially raised so they go against killers above their skill level and get tunneled as a result.
The stats website has no correlation with the stats that we collect internally that work for things like MMR and the stats we periodically show to players.
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that's the deadbydaylight.com email. The charm etc was sent to those signed up via the BHVR Account - it's a very different thing.
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@Jay_Whyask said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021516#Comment_4021516
Regardless of their age, the marketing check boxes weren't always mandatory.
When that was changed, nobody was informed of it.
I can tell nobody was properly warned by the slew of people confused as to why they're being excluded despite their accounts already being connected.
they were always mandatory in order to be able to send personalised emails from the BHVR account.
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We're currently still awaiting Certification for a build that will enable crossplay again, I don't have an ETA I'm afraid, we're hopeful that it's before the weekend but we're not able to guarantee that.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021491#Comment_4021491
As I've mentioned in numerous other threads, I think normal body blocking (at least as it is in the game right now) is fine and actually a healthy part of the game as there is a relative risk/reward scenario and it can create some memorable moments.
However, this goes out the window when the body blocker now has an additional 20s of haste.
I'm assuming this will be monitored?
It's a weird dynamic, as I think the 30s of endurance/speed SHOULD be able to be used to tank a one shot, last second hit, block someone to let them finish a gen, etc.
Body blocking the killer partway into the status to protect the unhooker (ie during insta unhook, patrolling, etc), though, is a huge time sink for the killer if they want to punish due to the increased haste duration and also robs them of their attempt at fair play/not-tunneling as the unhooker is still shift w'ing away...whatever they do will be very time intensive after this point and it just protects bad/sloppy play.
completely understand where you're coming from with this, and for sure things will be monitored.
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@Jay_Whyask said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021427#Comment_4021427
"nothing to do with having to reconnect accounts"
We were receiving the newsletter Emails no problem until someone decided to make the consent boxes mandatory.
So, our accounts were connected, but they needed to be reviewed & updated by the users or else the accounts stops receiving the newsletters.
That is, unambiguously, reconnecting the accounts.
Something that nobody was told to do until now.
The personalised marketing boxes have been there for a long long time now, since the BHVR account was launched, that's why I said there was nothing to do with reconnecting accounts. The tech issues was sending the emails from our side.
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To give more context, we playtested this with our Consultants, they were successfully able to weaponise the no collision, dropping pallets for other survivors, flashlight saves etc. It was making the survivor pretty invincible in that area, which is definitely not the intention of a mechanic to reduce tunneling. You could clip inside the killer for Flashbang saves etc, it really was pretty problematic. The solution was to remove the no collision.
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Our design team is looking at ways in which to make Legion viable in the game mode, so far they're not happy with the things we've internally tested, hence we will kill switch them for the next iteration in November until there's a way which we feel that Legion can be in the mode in a way that works.
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I think the issue with having all the perks at once could really overwhelm a new player, part of the onboarding of the game is levelling up characters, and seeing each item, addon, offering, perk etc and learning what they are. If everything was unlocked, whilst it's definitely giving them more options to play with, they could definitely miss out on some learning opportunities for what things actually do in the game.
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There's a time to heal and a time to push gens, if I can see a killer is in chase with someone - then I'm going to push on that generator. It also depends on the killer, a stealth killer I'm more likely to heal against - Legion, nope likely won't heal against as it's more of a time waste unless Thana is involved and then at least one survivor needs to be healthy….and it's not endgame. I'll often 99 my heal as well so that I can get some Resi benefit.
There's so many differing options - I do run Second Wind a lot, so like to heal someone to get that activated but I also run Desperate Measures so can get pretty quick heals off.
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Using the different tiers of Bloodlust is something that has been discussed, in the PTB we'll test out T1 and see where we're at, so many changes can be made before things go Live so will definitely be looking out for the feedback around it.
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Thanks for flagging this to us, we've raised this with our QA team to get fixed - sorry that it's impacted your enjoyment of the skin :(
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There is no plan to put voice comms natively in the game, not because of tech limitations but through choice.
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@Jay_Whyask said:
The E-Mail didn't reach it's target audience because of a technicality.
Any reasonable person would see the obvious solution to that problem & just do it without having to do damage control.
- "Hello everyone, please reconnect your BHVR accounts".
- Wait a couple days.
- Re-send the E-Mail.
but we're here instead.
The tech issue was on our side, nothing to do with having to reconnect accounts, and it was resolved and the emails resent. I'm very sorry that you did not have the marketing consent boxes ticked in order to received these email, but unfortunately there is nothing I can do.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021164#Comment_4021164
while i understand can happen, i much rather that then have a survivor force it on me when im actively not trying to tunnel. The perk as it stand now isn’t really an anti tunnel perk.
As a survivor i feel like i have to force it or i wasted the perk slot . I can’t heal my teammate or i lose it, i can’t unhook or i lose it can’t do a gen or i lose it. 60 seconds of doing nothing is so much free slow down for the killer. It’s wrong.
but you don't need to spend 60s doing nothing, that's inefficient as a survivor. If you're not being tunneled you can just work on a generator to progress the game. Your perk, is not needed in this situation.
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There were reasons why we added Conspicuous Actions to the switch off the effect off the perk, the main one being how abusable it was that the survivor could do anything and not be punished for it - ie would work on a generator right in front of the killer knowing they were safe from being hooked again.
Survivors do not tend to wait out the effects of the perk, they know that efficiency is important so they work on a generator in a safer area of the map.
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@yourbabyglo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021135#Comment_4021135
I had them check, they in fact looked at my account and said unfortunately they couldn’t help me with my issue considering it was a personalized code and they can’t grant it to my account or resend the email. Both ticket numbers are #2007485 & #1999355. If anything can be done, please let me know. I appreciate you wanting to help.
found your newsletter and our information shows that you didn't sign up for the marketing consent initially and only changed this on the 26th October, so you would not have been eligible for the newsletter or charm, hence it didn't get granted to you by our Player Support.
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@yourbabyglo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021135#Comment_4021135
I had them check, they in fact looked at my account and said unfortunately they couldn’t help me with my issue considering it was a personalized code and they can’t grant it to my account or resend the email. Both ticket numbers are #2007485 & #1999355. If anything can be done, please let me know. I appreciate you wanting to help.
and is it the same email that you signed up to this forum with?