Peanits
Peanits
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On colourblind filters, I do want to take a moment to clarify that they are not a perfect solution to scratch mark visibility. The filters apply to everything in the game. If someone has a hard time seeing scratch marks on a surface that has red tones (such as in the example we shared), shifting the colour of the scratch marks also shifts the colour of the surface they're on. This can cause them to still be very difficult to see. These new scratch marks have a white glow to them, making them stand out regardless of the colour of object they're on.
I'll leave it to all of you to discuss, but to be clear, it's not meant to be easy to lose the killer while sprinting around. The entire purpose of scratch marks is to reveal your location. If you want to sneak, you shouldn't be sprinting. This is by design.
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@AsianMammoth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774372#Comment_3774372
Official statistics on survival rates taken from December 30 2023 to January 29 2024 show that high MMR 4-man SWFs escape 6% more than high MMR 3-man SWFs, and 8-9% more often than high MMR 2-man and solos. This means that experienced SWFs extraordinarily break the intended 60/40 mold and make it very close to a 50/50. This prove that there is a correlation between SWFing and significantly higher success rates, most certainly on the advantages that may come from communication, namely coordination — and consistent information — which, comparatively, killers can't get in their basekit and rely on perks for.
I often see this cited without proper context and I feel the need to emphasise: The amount of players at or above what is considered to be high MMR in this case is very small, and the number of people playing in a full four person group is an even smaller subsection of high MMR players. It would be in bad faith to focus solely on that one data point and ignore all others where the difference is much smaller. The overwhelming majority of players fall into one of the other categories.
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To be very clear, 2v8 will return. This roadmap does not include absolutely everything. Chapters, events, game modes and modifiers are still planned, just not included here.
This roadmap is purely for updates to existing content for the main game. Any changes being made to 2v8 specifically will be announced separately when they are ready to avoid confusion.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772586#Comment_3772586
Can I ask if it will result in perks like Devour Hope or Rancor getting changed in the crossfire?
You can certainly ask, but I'm afraid I cannot answer at this time. We'll reveal all the details for when it's ready to be properly announced.
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@Langweilig said:
What is the difference between a perk update and a tweak?
Tweaks tend to be smaller number adjustments while updates tend to change how something works in a more significant way.
@Langweilig said:
What happened to all the perks you said you would make useful in the Ask me anything? You said it were 12perks or more solely buffed in fall.
Still absolutely happening! This is not a comprehensive list, there's much more coming that couldn't fit into this roadmap. We'll have more surprises in store when the updates are a little closer.
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Moris are very flashy animations which reveal a little about the Killer performing them. They currently don't come into play very often since they require an Offering or for a Perk with specific conditions to be used. We'd like for them to be a little more present in the game, and having them happen at the end of the match feels like a fitting and cinematic way to close out a match without affecting gameplay too heavily.
However, I want to stress the fact that this upcoming version is not the same system that was tested before. This version has been significantly scaled back after we received feedback. We will share more once this update is a little closer.
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@CrimsonMothKing said:
Nothing about the Unknown needs changing, I don't know what you're tweaking.
On this, I'd like to clarify that revisiting recently release Killers is a normal part of the process. It doesn't not mean that there will be significant changes regardless of if they're necessary, it can be smaller adjustments and quality of life improvements as well.
We'll share more on each of the things listed here when they're a little closer.
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From playtesting, we don't believe these changes will be too much, but I'd strongly encourage you to give it a try in the PTB and let us know if you feel otherwise! The PTB is the perfect time to push things to the limits and find balance issues.
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You're not crazy! This update comes in two parts.
The changes you noticed in 8.1.0 are more of a technical implementation which make scratch marks look better and prevent them from stretching when they appear on certain objects. It also added the ability for us to adjust their brightness behind the scenes so they appear equally visible on each map regardless of lighting conditions.
In 8.2.0, we have gone through each map and adjusted their brightness appropriately. This is more noticeable in bright areas or places like the red floor of the theatre in Greenville Square where scratch marks previously didn't stand out very well. We waited for this to be implemented to show them off because it's likely where you'll notice the biggest improvement.
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In some cases, sacrificing a Survivor in a certain part of the map could create a hook deadzone where it was not possible to get to another hook in time. This is especially true when Survivors would intentionally run to those areas knowing the hook was permanently destroyed and that the Killer couldn't hook them if they go down there.
The end result is the Killer needing to leave the Survivor on the ground for several minutes waiting for them to slowly bleed out. This was not fun gameplay for anyone, so we've made hooks respawn after a while.
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Rizzo beat me to it (thank you!) but to add to that: The limit is one per category, so if you've got a great idea for another type of cosmetic, you're welcome to enter those too!
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You shouldn't have any issues. Your progress and DLCs are tied to your account and will follow you wherever you play.
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As others have mentioned, the purpose of the incentive is to encourage people to play Survivor in 2v8 to help balance out the queues. Survivors are needed most in the 2v8 mode right now and by a pretty large margin, so that's where the incentive goes.
We aren't able to support different bonuses for each mode at the moment, so the incentives for the regular mode are currently disabled. We're looking to separate this so we can support the appropriate incentives for both modes in the future, but to manage expectations, I would not expect the regular mode to have an incentive as big as the limited time mode (or anywhere near 400% for that matter).
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768118#Comment_3768118
I JUST stated i had checkmarked it 3 times by now and it didnt remember. what????
Your message was sent while I was typing a response so but I had not seen it. If the checkbox is not working for you, I'll have to check with the team to see what might be causing that.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768103#Comment_3768103
its one on every start up dear.. not only 1 time.
Quick heads up, there's a checkbox at the bottom of the screen that'll make it so you never see it again. If you don't want to see it anymore, we absolutely understand that and we don't want to force it on you.
As HaunterofShadows mentioned above, many people don't follow the game on social media or keep up with livestreams. We still want to let them know that there is a new game coming in the DBD universe in case it's of any interest to them.
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It is not just you. A lot of people are excited to play Killer with a friend for the first time so there is a disproportionately high number of Killers are not enough Survivors to fill each of their lobbies. We've greatly increased the incentive for player Survivor in the meantime to help balance out the queue a little bit, but it's safe to say that Killer queue times will remain longer in 2v8 for at least a little while.
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I can confirm that it is not a limited time collection.
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You'll need to launch the game on the latest version on all linked accounts in order for cross-progression to work. If you've already done so, please reach out to our support team so we can investigate further: https://support.deadbydaylight.com/
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Aven_Fallen nailed it. Some platforms allow you to play the tutorial while you wait for the rest of the game to download. The other buttons will unlock once the download is finished.
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Account syncing is irreversible. Once you have synced an account, there is unfortunately no way to unsync it.
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Have you by chance synced your account progress? Once you've done so, that account is irreversibly linked to your BHVR account. There is no way to unsync or unlink that account at this time.
Apologies for the misleading error message, I will raise this with the appropriate team and get that cleared up.
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If you haven't already, please be sure to launch the game on each platform that you are trying to sync. It's important to have launched it on the latest version in order for cross-progression to sync all of your content correctly. Skipping this step has been the most common reason for partial progress syncing.
If you have already done so and still do not have everything, please contact our support team so we can investigate further and get this fixed: https://support.deadbydaylight.com
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@Fauses said:
This morning when I synced my xbox and steam accounts, some of my cosmetics did not transfer over. Like the Attack On Titan collaboration is on my xbox but not in my steam account.
@ByEighttzZ said:
I have not had any DLC characters transferred to Steam from Xbox, however I have the amulets and the characters' abilities, the same for ATAO, they do not give me the skins but they do give me the amulets.
To confirm, have you both launched the game on each platform that you're trying to sync progress from? It's important to log in on the latest update in order for cross-progression to work effectively.
If you have already launched the game on the current update, please reach out to our support team so we can get this fixed: https://support.deadbydaylight.com
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Unfortunately you would need to launch the game on Xbox in order for your progress to be synced.
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@TheEvilShape said:
I appreciate all the information, I'm just super confused as to why no moderator is discussing cosmetics/charms as part of cross progression… I'm beginning to wonder if cosmetics are being left out for some absurd reason. They have been very quiet about it and it's quite alarming.
I can answer this one for you: Cosmetics are considered part of your inventory, so they would indeed be transferred between platforms.
Though please keep in mind that certain cosmetics which are platform exclusive are not transferable.
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While I don't have anything to share at the moment, I can assure you that we're taking all feedback at the moment and discussing with the design team. If any further changes are on the way, we will let you know.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763017#Comment_3763017
Do I get the dlc‘s characters and perks from characters, that I share from a friend on PlayStation with cross progression on pc?
Apologies if I misunderstood, but if you are sharing DLCs via Steam's Family Sharing: Your account does not own the DLC and therefore it will not be shared to other platforms. As for Perks, they are considered part of your progression so they would be available on other characters as long as you've unlocked them.
@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763017#Comment_3763017
This is a bit of a stupid question but I was checking what accounts I have linked to my BHVR account in preperation for cross-progression, and it turns out I have the wrong Playstation account connected. If I were to unlink it would it be possible to get the 60 days cancelled?
Unfortunately we are not able to cancel the waiting period in this case.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763091#Comment_3763091
"Survivors spend an average of one minute being chased throughout the match, throwing somewhere between one and two pallets in the process."
I know this sounds indecisive for me to keep going back and forth on this issue, but the above sentence is talking about chase time and number of pallets thrown, and we know the pallets being thrown is a "per survivor" stat. Wouldn't that mean the chase time of one minute is also a "per survivor" stat, or does it mean the dev's sentence was really awkwardly worded?
To clarify, they are both per Survivor. I'll tweak the wording to make it clearer.
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I have some answers!
- Yes, those will be transferred.
- Cosmetics will also be transferred; they are considered part of your inventory.
- Your progress will be transferred even if you don't own the DLC. If you don't have access to that character on the other platform, you will of course need to purchase them again in order to play them, though. Additionally, if you've prestiged them, their unique perks will be unlocked on other characters even if you don't have access to the characters themselves.
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763000#Comment_3763000
I have the feeling that, right now, BHVR might not have answers to a lot of our questions. Because, they are answering questions, just not these questions. See here, posted today:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763017#Comment_3763017
When I try to think of why they're not answering questions, the only reason I can come up with is that they're still working out the kinks. Giving us a definitive answer when they don't know would cause them no end of headaches, and telling us they don't know the answers would be a whole other can of worms for them to deal with. So it's silence until they either get it working or until they run out of time.
If I'm wrong about this, cool, great, I look forward to being corrected and to finding out the answers to our questions. This is simply speculation because BHVR has given us no information.
Was actually in the middle of typing out an answer as you posted this! No, it's mostly just been a busy week and we're prioritizing ongoing issues. The kinks have been worked out, but sometimes we need to poke our tech teams for help answering some of the most specific questions. Hoping to get more answers out when we get the chance.
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I've tracked down an answer for this, and it's good news for you: Because the perks are unlocked by progress and because that progress is transferred, you'll have access to the unique perks even without re-purchasing the characters.
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We definitely see the frustration it causes and have shared it with the team, and we agree that it doesn't feel great to have teammates abandon you. I'm afraid I don't have anything more concrete to reveal at the moment, but I'd like to be open about it regardless.
It's a tricky problem to tackle since even if the option was removed, there are other ways to quickly get out of the match, such as running to the Killer after being unhooked. Ultimately if someone refuses to play the rest of the match, we can't force them (in a literal sense, they could walk away from their system and still leave the team one player down).
That's not to say that it can't help, of course - making it more inconvenient can be the nudge some people need to finish out the match - though it wouldn't get rid of it entirely.
Hopefully this sheds a little light on it, and please by all means keep the suggestions coming!
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@ArkInk said:
I like some of the improvements but it feels like I'm controlling a mobile game with a stick. Since it was confirmed checks notes six minutes ago that there'll be more updates in upcoming patches, I hope that they improve the looks department and remove some of the more cluttered aspects of the UI.
So far, I can confirm that the notifications for new outfits is being removed in the next patch, so that should help a little with the clutter. These are not meant to appear outside the store.
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Thank you for all the feedback! We have been going through everything as a team and coming up with a plan to address some of these concerns in upcoming patches.
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@Pulsar said:
I do think it's pretty funny considering all that I've heard about how Survivors can easily go on minute(s) long chases that even at High MMR, they're managing just 22 seconds per chase, on average.
Quick disclaimer here: This is the average of total chase times each match. It does not distinguish between Survivors who are chased often or not chased at all, so it's not a true reflection of a typical chase. One Survivor might be chased for several minutes, but because the Killer is so focused on them, the other Survivors' chase times will be close to zero.
In other words, some may be chased way more, others way less, and all of that averages out to about a minute per match.
It's also worth noting that this is based on the chase mechanic, so it won't necessarily count every second that the Killer is going after someone. If the Survivor runs early and the Killer isn't close enough for a chase to start, for example, that time is not counted even though you'd probably consider them to be in a chase.
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These notifications are being removed in an upcoming patch. They will only appear in the store to help you find new outfits, not in the character selection screen.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762274#Comment_3762274
What about the UI?
Nobody likes it. Nobody. This was the case when it hit the PTB, this is the case when it hits live. It might be considered as a Bug as well.
And the worst thing is, there is complete silence from your part (aside from one post, I think in the AMA that the change was made to make further changes possible).
(That the new UI went through QA is also not really believable. They must be the only people who actually liked those changes)
I would rather not go off the topic of the thread, but it is not our place to argue with feedback. We are taking notes on everything being said to share with the team. If there is any news on the UI, we'll be sure to share.
I do want to clarify that this is not a responsibility of QA. Their role is to find, document, and identify steps to reproduce bugs, not to approve or deny changes.
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I'm not quite sure what the title is meant to suggest, but in case you weren't aware, we have fixes on the way for most of the top reported issues. They are not being brushed aside. We understand that they are frustrating to face and we are doing everything we can to get the fixed as soon as possible. More info can be found here if you want to know exactly when to expect each of them to be fixed:
https://x.com/DeadbyDaylight/status/1813627755311034785
As far as Steam charts go, I can only hope you aren't trying to use this in bad faith because it's very normal for player counts to decrease after any event, let alone the biggest event of the year, the anniversary. The chart you cropped shows similar increases and decreased before and after other events.
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There is currently an issue which can cause the gates to be powered prematurely. We're aiming to have a fix for this in our next update!
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@AggressiveFTW said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762189#Comment_3762189
Do you not have play testers before it hits live? Why do you give green light for updates this buggy? Why not post pone?
I absolutely understand that it's frustrating to face issues like these and I can only offer my apologies. We'd like nothing more than for your matches to go smoothly. These issues were spotted after the update went live, we did not choose to release the update knowing that they were there.
Yes, we do have a QA team and they catch quite a bit. Unfortunately certain issues only appear in specific circumstances (such as this one which only happens when certain perks are equipped), so they may slip through the cracks.
We're working to get this one (and more) fixed ASAP!
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762189#Comment_3762189
Does this bugs occurs randomly or some perk triggers it?
As far as I'm aware, it does seem to be perk related. Avoiding perks with Endurance until this is fixed may help you avoid this issue.
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I can confirm that this was not removed intentionally. There is a bug which causes Endurance to not always activate correctly. We have a confirmed fix on the way in the next update.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762055#Comment_3762055
I was really hoping you were going to comment on the mass confusing we are having, on whether or not killers get all of the “powers”, or if they have to choose either the left side or the right side of the “powers”?
Because it just feels majorly bad if Billy got a MASSIVE nerf for this game mode, and is forced to have one health state chainsaws in this game mode.
Killer have the full set of skills, they are not swappable. We'll be collecting all the feedback we can once the mode is live.
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@KaTo1337 said:
If you watched the show closely, you know that this mode is completely broken.
In round 2, they probably played around for 30mins+ so the killers could hook every single survivor twice before someone dies.
In round 1, you could easily see, how broken Gen-Speed is. Against a just effective group, the killer-duo will probably lose 4 gens for 1 hook at the start or even more. Even if the killers chase 2 survivors, the remaining survivors should easily finish 5 or even the full 6 generators in 90 seconds. This is insane.
I assume the only 2 killers who can do at least something are Hillbilly and Wraith because of Map-Mobility. Huntress as 4.4m/s killer will have a hard time on these larger maps Trapper doesnt have corrupt to set up and Nurse Blinks… its Nurse, but still.
I can shed some light on this. 👀 No, these were real matches, the second match you saw wasn't artificially drawn out and was nowhere near 30 minutes.
For full context, we go into these gameplay segments completely blind with a group of players from all different skill levels, some goofing around and having fun while others play more seriously. Our guests have never played the mode before, they have no idea what to expect, so what you see is them experiencing it for the first time. This is great because we want everyone to see their genuine first impressions, but it takes a few matches to warm up as a group and figure out how seriously we should all be playing. Ultimately the goal of these segments is to showcase some of the things you can do, not to flex on each other.
I wouldn't read too far into these exhibition matches, but by all means please do let us know how it feels once it's out! This is the first iteration of 2v8, so there could very well be tweaks that we need to make - time will tell.
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Thanks for letting us know! We're looking into it now.
(Please note this is not actually a donut and is in fact inedible.)
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758562#Comment_3758562
are there any worries with devs' team that autoaim will be used to find people singularity otherwise wouldn't have known about or you're aware of it & considering it part of the intended design?
great compromise for now though, im glad its not being forced.
Not a major concern, no. Swapping between pods to find Survivors is one of the ways they're intended to be used. Survivors in range would have always glowed white, making them pretty hard to miss. Survivors who are behind an object can't be targeted by the pod, so it won't reveal any info that wouldn't have access to if you were aiming manually.
But of course if this does somehow become a major issue, we could always revisit it!
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@Laluzi said:
It's a real pity they dropped the auto-aim. It was a huge saving grace to console players and it's not like Hux gets loads of value for no effort. He'd still be one of the most resource-intensive killers to play, and there's already plenty of skill expression in knowing the right angles and locations and distances to set up his pods.
I can share now that the dev update is out, there's some good news in there for you! The auto aim will be making a return in one of the following minor updates as an optional mechanic. Tapping the button will take control of the pod as usual while holding the button will take control of the pod and aim at the nearest Survivor in view.
We ultimately decided not to force it upon folks who prefered to pre-emptively aim their pods at hotspots, but many other people appreciated the feature, so this'll be the best of both worlds.
More info can be found here:
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These are fair concerns to have. I'd strongly suggest trying it out on the PTB if you're able to and pushing it to the limits. If it does turn out to be problematic, that's the best time for us to find out!
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744734#Comment_3744734
you can even be closer than before
Oh, so we don't need to take step back to break it anymore? It's cool! Thanks for clarification, it's already something. Looks like chase ability of Knight is limited now in the end, but we will see on PTB.
You'll still need enough space for the guard to appear (so you can't be pressed right up against it), but you don't have to step back nearly as far!
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@fussy said:
Yeah, 10m of required path is stupid change. Especially if you need it to break a pallet, it will be GIANT nerf to already mediocre killer. He seems like "use your guards to interrupt survivors on gens" only killer now. But we will see.
To clear this up real quick, you do not need to draw a 10m path to order a guard to break something. You can still order a guard to break right next to a pallet or generator, and you can even be closer than before. This requirement is only for patrols.
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This is our mistake! There was a little hiccup with the wording, we've gone ahead and corrected it.
- Medkits now fully deplete when self-healing to 100% with no add-ons.
Previously medkits would incorrectly have a sliver of charge left when they should have been fully depleted. This has been fixed. A full heal will correctly use up the medkit as intended.