Rizzo
Rizzo
About
- Username
- Rizzo
- Joined
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Comments
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What kind of answer are you looking for @PNgamer ?
If someone harasses you, report them, keep in mind the in game reports are mandatory and you can send any additional evidence (like a screenshot in this case) to support here: https://support.deadbydaylight.com
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We advice to avoid changing anything, because if EAC bans you, we can't do anything about it.
So if you want to do it, remember it's at your own risk.
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Once again, we do not support or encourage DCing, so if it happens again, please be sure to properly demonstrate if those players were working together.
This specific situation, if the killer and the survivor were actually "working together", would require a report in game and additional evidence sent to support, so please if it happens again, collect evidence and follow the right steps, thank you.
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Ok, grazie per la segnalazione.
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Ciao, che piattaforma utilizza il tuo amico? Sei sicuro riceva 4 emblemi iridescenti e che ottenga Merciless Killer alla fine della partita?
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Le clip non partono.
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Please keep the discussion civil and avoid attacking one another over a different opinion, thank you.
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In basso al centro del client di Steam clicca su questo:
Se in quella schermata non c'è alcun aggiornamento disponibile, prova a riavviare il client.
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Closed as asked by OP.
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Dovrebbe essere stato sistemato con la patch di hotfix poco fa:
@Rizzo said:
RISOLUZIONE DI BUG
- Risolto un problema che potrebbe causare ai Sopravvissuti di cadere al di fuori della mappa (dalla loro prospettiva) quando messi sul gancio.
- Risolto un problema che potrebbe causare ai Sopravvissuti di cadere attraverso il terreno quando lasciati cadere dal Killer.
- Risolto un problema che potrebbe causare all'interfaccia del divincolamento di sfarfallare quando si viene interrotti.
- Risolto un problema che potrebbe causare all'interfaccia del divincolamento di sparire dopo essere stati raccolti e lasciati cadere.
- Risolto un problema che potrebbe causare all'interfaccia del divincolamento di sparire quando si viene raccolti dal Killer con un Sopravvissuto nelle vicinanze.
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Ok, grazie.
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Grazie per la segnalazione, il video che hai mandato è riferito alla versione precedente del gioco, sei sicuro si ripresenti ancora?
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Grazie per la segnalazione, si tratta di un problema noto e il team ne è al corrente.
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It's explained in the Release Information:
@Peanits said:
RELEASE SCHEDULE
STEAM
Update planned: 11AM ET
DLC planned: 12PM ET
WINDOWS STORE
Update planned: 11AM ET
DLC planned: No ETA
PS4 EU & NA
Update planned: 11AM ET
DLC planned: 12PM ET
XBOX
Update planned: 11AM ET
DLC planned: 12PM ET
SWITCH
Update planned: 11AM ET
DLC planned: 12PM ET
PS4 JAPAN & ASIA
Update planned: 11AM ET
DLC planned: 10PM ET
Content
Lore
https://deadbydaylight.com/en/news/the-oni-lore
https://deadbydaylight.com/en/news/yui-kimura-lore
Available Now through the in-game store
https://us.v-cdn.net/6030815/uploads/009/3GNJ959LYAPX.png
- The Oni - The Demonic Force outfit
- Yui Kimura - The Wild Card outfit
Developer Update
For a brief overview of some of the other changes coming to the game with the 3.4.0 update, check out the November Developer Update below.
https://forum.deadbydaylight.com/en/discussion/103996/developer-update-november-2019
Patch Notes
STEAM
https://forum.deadbydaylight.com/en/discussion/108852/
Windows store
https://forum.deadbydaylight.com/en/discussion/109133/
PS4
https://forum.deadbydaylight.com/en/discussion/108855/
XBOX
https://forum.deadbydaylight.com/en/discussion/108856/
SWITCH™
https://forum.deadbydaylight.com/en/discussion/108946/
Switch™ players will have access to Leatherface in the in-game store on December 3rd release. Attention, DLC is planned to release on a later date. Note that if you unlock Leatherface as a stand alone character in the in-game store, you will not unlock the exclusive cosmetic that is offered with the DLC.
Winter gifting
Holiday gifts for all!
https://deadbydaylight.com/en/news/winter-gifts
CHANGES TO EVENT COSMETICS UNLOCK
In the latest Dev Update, we announced our plan to unlock a large list of exclusive cosmetics to all players on PC and console. According to the feedback we received, we decided to review the unlocking process for the following cosmetics:
- Hound (The Huntress – Event Mask)
- Untamed Donkey Jacket (David King – Event Body)
- Pro-Pain Hammer (The Hillbilly – Event Weapon)
- Free Song Bird Slip Dress (Kate Denson – Event Body)
As it was mentioned by many players, these cosmetics were earned during events and were representative of the player's dedication to the game. The way these cosmetics were stored created an issue where a loss of progress was possible, we've since switched to a more secure method of storage for event cosmetics.
At the time of the announcement, last month, we had no way to isolate players who had earned these cosmetics. Since then, we have found a way to isolate the players that have played the event and will be able to restore these four cosmetics on a large scale, only to players that earned them during the events. Keep an eye on the news, this will happen Soon™
NEW FEATURE
DISCONNECTION PENALTY FEATURE - TESTING
As of Thursday, December 5th, we will be testing a new feature on our Dedicated Server enabled platforms (Steam, Windows Store and Switch™). This feature is designed to penalize players that are disconnecting from matches.
Users who disconnect from matches will be prevented from joining a new match for a predetermined length of time, which increases after each instance of disconnection. Our objective with this feature is to discourage players from quitting games and will serve a double purpose of excluding users who are already in a negative mental state from re-entering matchmaking until they’ve had a chance to cool down.
The system will also apply if one or more players in a group has an active disconnect penalty, preventing the entire group from joining the matchmaking queue until the penalized members have either cleared their penalty or leave the group.
The incremental penalties will decay naturally over time, starting after the most recent matchmaking ban has completed.
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The so called "harvester tech" is anything but an exploit, it's actually a smart way to use a structure.
It was bugged in the previous patch and it has been fixed now.
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Closed as OP asked.
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Due to OP's behavior in this thread, which wasn't really a constructive discussion to begin with, I decided to close it.
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Closed as asked by OP.
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@InnCognito this is a public forum, people are allowed to discuss your thread and share their opinion as long as they respect the forum rules.
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@SyntheticAesthetic said:
https://forum.deadbydaylight.com/en/discussion/comment/880781#Comment_880781
I feel like waiting for them to die is actively hindering their experience since they are basically playing with a guy who's for all intents and purposes reverse boosting. I bet if I reverse boosted similarly as a killer I'd be banned, seems fair lol.
I'm sorry but that's not the case, you can't ban someone for not being a good teammate.
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@SilentSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/880781#Comment_880781
I find this incredibly hard to believe, considering one of my SWF mates (who spews toxicity at any killer that dares to hook him or breathe on the same map as him) has never so much as received a warning for his behavior.
Not every insult is worth a ban and if those killers never reported your friend, there's no way to act, unless you want the ACMs to check hundreds of thousands of chat logs to see all the insults.
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@SilentSpectre said:
In-game reports are almost never acted upon, as far as I'm aware. They're only used to corroborate reports from official tickets.
In-game reports are always checked, in fact they are mandatory for every kind of report.
@SyntheticAesthetic, letting the team die is not against the rules, if you reported in game for the insults they threw at you, then your report will be seen and acted upon if necessary.
@Might_Oakk in case of verbal abuse, so what OP is describing, video evidence/screenshots are not necessary:
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Please keep the discussion civil and respectful, thank you.
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Please keep the discussion civil and respectful, thank you.
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You can report them for racist/homophobic/insulting names to the platform.
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That's not on us, that's on Steam or whatever platform they are using, they don't choose the name in game.
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Please keep the discussion civil and avoid attacking one another over a different opinion, thank you.
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Homophobic and racist slurs are neither allowed nor acceptable and they get punished, so please try to be respectful to others and report people who use them, using the in game report system, thank you.
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Closed as asked by OP.
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Dbd Mobile is run by a separate team, so you might find information here: https://www.mobile.deadbydaylight.com/
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When we move threads, we leave a so called "redirect link", which is the closed thread you see.
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Please keep in mind you can discuss the topic without naming people, especially in a negative connotation, thank you.
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I want to remind you to keep the discussion civil and respectful, leave all the personal problems out of the forum, thank you.
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Il più delle volte si tratta di un problema di delay dovuto a lag, controlla che il ping della lobby che joini sia al di sotto dei 100 ms e vedrai che accadrà più raramente.
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Ti preghiamo di segnalare i bug in maniera corretta e rispettosa, cercando di fornire dettagli e prove (screenshots o video) di ciò che accade.
Molte delle cose che hai segnalato sono semplicemente normale gameplay, problemi di lag o semplicemente cattivo tempismo, mi dispiace.
Inoltre dovresti cercare di capire che alcuni bug richiedono parecchio tempo prima di poter essere sistemati, noi riportiamo tutti i problemi che ci vengono segnalati, ciò però non significa che verranno istantaneamente risolti.
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@ModernFable said:
I want to have a discussion and conversation with community members, I’m not making suggestions for the devs to see directly.
Would you please move this post back to General Discussions?
This section is fine for this thread, you can have discussions in here as well.
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Please try to keep the discussion civil and respectful.
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No problem, glad I can help.
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I believe the new DC handling system will be implemented once the dedicated servers are live on the consoles, but we don't have a confirmed date when this will happen.
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Sorry, what?
I am biased for moving a feedback about the forum to the Forum Feedback section?
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@Athanar90 said:
Bodyblocking is officially a form of cheating. That's why it's listed as a reportable offense.
If you do it, you need to learn a better way to play.
What is listed as reportable is keeping someone hostage in a corner for example, bodyblocking to tank a hit is not an issue, it's not cheating, but it's part of the game.
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Since this discussion seems not to have any type of dialogue, but some users are just stubbornly trying to force their opinion on others, without trying to understand or respect what they think, I decided it's better to close the thread.
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Please be civil and avoid attacking each other, thank you.
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Sadly we still don't have cross progress, i'm sorry.
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Please keep it civil and stay on topic, without attacking or picking on one another, thank you.
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As you can read in the Developer Update, a new system to track disconnects is being tested.
@Peanits said:
https://us.v-cdn.net/6030815/uploads/732/EMXAFUC5HSK0.png
Welcome to the November edition of our Developer Update, a series of posts detailing upcoming changes and our progress on ongoing issues. As always, we’ll start by recapping on previous topics before jumping into future updates.
Dedicated Servers
For a little over a month, dedicated servers have been live on the PC version of the game. Over the course of this test, we have often been asked why the servers were left on without any updates. We’d like to take this opportunity to explain a little more about this test.
First and foremost, we can tweak certain values behind the scenes without requiring a game update. This includes things like what the game deems to be an acceptable connection and various matchmaking elements. This way, we can test a variety of changes without forcing everyone to update their game repeatedly.
Leaving the servers on also allows us to collect far more feedback. We are hard at work making sure that as many gameplay issues as possible are ironed out before the full launch of dedicated servers. We have been including fixes for some of the most pressing issues in recent updates, including a fix for delayed stalking in the 3.3.2 hotfix. Thanks to the reports we have received thus far, we are looking to improve certain Killer powers, perks (e.g. Dead Hard), and the interaction system (e.g. Kicking Pallets or Generators).
Finally, this test gives us an opportunity to test the upcoming disconnection handling system, which allows us to better punish people who disconnect excessively. We want to make sure that disconnects are being tracked accurately so players aren’t wrongly timed out, and to do so, we need to leave dedicated servers enabled in order to test the new detection. In case you missed it, you can find the details of this system here: https://forum.deadbydaylight.com/en/discussion/73858/
The Archives
With the last Mid-Chapter patch, we launched a brand-new feature: The Archives. We are happy to see the mostly positive reception so far, although we are taking note of feedback as well. We’d like to address some of the common feedback we’ve received from this first Rift and Tome.
One of the main talking points is the difficulty of the first Tome. The first level of this Tome is fairly easy to complete, often taking only one match to complete a given challenge. This was an intentional decision by our team; we wanted to make sure that this level served as an introduction to The Archives so everyone could get an understanding of how the feature works.
At the same time, due to an error, some of you may have seen a sneak peek of the fourth level of the Tome. This level is significantly more difficult than the first. The intention is for the levels to gradually become more challenging the further you progress. With that in mind, we intend to use the following levels to gather feedback and adjust future levels and Tomes if needed.
We had also previously announced the dates each level of the Tome would release. However, due to the unforeseen delay of the 3.3.0 update, we needed to push back the release dates for these levels to match. The new dates are as follows:
- Tome I: Level 2 – November 13th
- Tome I: Level 3 – November 27th
- Tome I: Level 4 – December 18th
Exclusive Cosmetics
Alongside the launch of Chapter 14, we’ll be granting everyone the following cosmetics:
- Chuckles (Trapper – Ultra Rare Mask)
- Dweard (Dwight – Ultra Rare Head)
- Sharp Mustache Jake (Jake – Ultra Rare Head)
- Studded Jacket (Jake – Ultra Rare Body)
- Retro Windbreaker (Claudette – Ultra Rare Body)
- Claudette’s Weekend Shirt (Claudette – Ultra Rare Body)
- Purple Cords (Claudette – Ultra Rare Legs)
- Leather Hoodie (Meg – Ultra Rare Body)
- Retro Sneakers (Meg – Ultra Rare Legs)
- The BIG Hat (Ace – Ultra Rare Head)
- The TPGS Hat (Ace – Ultra Rare Head)
- Lazer Bears Victory Polo (Feng Min – Ultra Rare Body)
- Lazer Victory Shorts (Feng Min – Ultra Rare Pants)
- Donkey Jacket (David King – Ultra Rare Body)
- Hound (The Huntress – Event Mask)
- Untamed Donkey Jacket (David King – Event Body)
- Pro-Pain Hammer (The Hillbilly – Event Weapon)
- Free Song Bird Slip Dress (Kate Denson – Event Body)
There are a few reasons why we’ve decided to unlock these cosmetics for everyone. To start, most these cosmetics were unlocked using Steam codes and could not be unlocked on the console versions of the game, meaning we couldn’t give these codes to console players. Given this limitation, we have moved away from exclusive items in recent years and want to continue the trend of making cosmetics available to all PC and console players equally.
Most importantly, the codes for these cosmetics were also being sold by code resellers for exorbitant amounts of money. Others were taking advantage of this by creating fake listings to scam people out of their money. This is not something we endorse, and not something we are able to support if someone does fall victim to one of these scams.
By giving these cosmetics to all PC and console players, we hope to put an end to shady resellers and scams while also including everyone, regardless of the platform they play on.
Future Events
Recently, we’ve changed the way we handle in-game events and wanted to take a moment to explain why we’re putting elaborate objectives on hold. Unique event objectives take a huge amount of time to create and test, taking up time that could be spent fixing bugs and creating new content that’s available year-round. Going forward, events will be focused around extra Bloodpoints (through Offerings and/or Blood Hunts), Archive challenges, and event-exclusive rewards within the free track of The Rift. This allows us to focus our efforts on game health, which we ultimately feel is for the best.
Spirit Changes
The last thing we’d like to talk about today are the changes coming to The Spirit in the 3.4.0 update. The Spirit has been a polarizing subject recently with a lot of players finding her to be frustrating to play against. We also noticed that she appears to be performing far above expectations. With all this in mind, we have made a few adjustments that should make her feel fairer for everyone.
Collision during Yamaoka’s Haunting
Currently, the Spirit maintains her collision while using her power. Since phasing prevents The Spirit from seeing Survivors, any time she bumps into something she can’t see, she immediately knows that a Survivor is there. This takes a big part of the skill and counterplay out of the equation, allowing her to know exactly where someone is before reappearing. With this in mind, we have removed collision from The Spirit while she is using her power.
Window vaulting animation
Although The Spirit appears to climb through a window from the Killer’s perspective, a Survivor currently sees her stand at the window briefly before phasing through it. This left the Survivor with very little time to react, leaving the Survivor to guess whether she’s actually vaulting the window and hope for the best. The Spirit will now play a window vaulting animation from the Survivor’s perspective.
Adjusted speed curve post-phase
The Spirit currently retains her phasing speed for a short period of time after exiting her power before returning to her normal 4.4m/s movement speed. We have altered this curve to be more gradual, similar to The Wraith.
Add-on changes
We have also done a pass on some of The Spirit’s more problematic add-ons.
The Katana Tsuba
- Decreased the post phase speed boost duration from +0.25 seconds to +0.2 seconds.
Wakizashi Saya
- Decreased the post phase speed boost duration from +0.5 seconds to +0.3 seconds.
These add-ons allowed The Spirit to cover a large distance very quickly after phasing. By toning these add-ons down, she will now need to be closer to the Survivor after phasing in order to follow up and get a hit.
Yakuyoke Amulet
- Removed recharge rate modifier.
- Increased haunting duration bonus from +1 second to +3.5 seconds.
- Decreased haunting speed modifier from +10% to -15%.
This add-on increased various aspects without any tradeoff, making it a clear choice in any loadout. This change gives the add-on a more unique identity, trading movement speed for extra duration.
White Hair Ribbon
- Decreased charge speed bonus from +30% to +20%.
Bloody Hair Brooch
- Decreased charge speed bonus from +50% to +30%.
Prayer Beads Bracelet
- Phasing sound effect is now global and can be heard anywhere in the map rather than silent.
By far the most controversial add-on, Prayer Beads Bracelet would previously hide the sound effect that would play when The Spirit is phasing outside of her husk’s terror radius. This meant that Survivors were constantly at risk of being pulled off a generator with no warning or chance to react. By making this sound global, Survivors need to be on edge, as they won’t know whether she’s near them. This allows the Survivor to choose if they want to take a risk and continue what they’re doing, or if they want to play it safe and move away.
These changes will be included in the 3.4.0 update and will also be available for testing in the upcoming Player Test Build.
This concludes the November edition of the Developer Update. Be sure to let us know what you think!
The Dead by Daylight team
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You are allowed to discuss the topic, but please avoid insulting and disrespecting others.
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A new system is currently being tested, as you can read in the latest Developer Update:
@Peanits said:
https://us.v-cdn.net/6030815/uploads/732/EMXAFUC5HSK0.png
Welcome to the November edition of our Developer Update, a series of posts detailing upcoming changes and our progress on ongoing issues. As always, we’ll start by recapping on previous topics before jumping into future updates.
Dedicated Servers
For a little over a month, dedicated servers have been live on the PC version of the game. Over the course of this test, we have often been asked why the servers were left on without any updates. We’d like to take this opportunity to explain a little more about this test.
First and foremost, we can tweak certain values behind the scenes without requiring a game update. This includes things like what the game deems to be an acceptable connection and various matchmaking elements. This way, we can test a variety of changes without forcing everyone to update their game repeatedly.
Leaving the servers on also allows us to collect far more feedback. We are hard at work making sure that as many gameplay issues as possible are ironed out before the full launch of dedicated servers. We have been including fixes for some of the most pressing issues in recent updates, including a fix for delayed stalking in the 3.3.2 hotfix. Thanks to the reports we have received thus far, we are looking to improve certain Killer powers, perks (e.g. Dead Hard), and the interaction system (e.g. Kicking Pallets or Generators).
Finally, this test gives us an opportunity to test the upcoming disconnection handling system, which allows us to better punish people who disconnect excessively. We want to make sure that disconnects are being tracked accurately so players aren’t wrongly timed out, and to do so, we need to leave dedicated servers enabled in order to test the new detection. In case you missed it, you can find the details of this system here: https://forum.deadbydaylight.com/en/discussion/73858/
The Archives
With the last Mid-Chapter patch, we launched a brand-new feature: The Archives. We are happy to see the mostly positive reception so far, although we are taking note of feedback as well. We’d like to address some of the common feedback we’ve received from this first Rift and Tome.
One of the main talking points is the difficulty of the first Tome. The first level of this Tome is fairly easy to complete, often taking only one match to complete a given challenge. This was an intentional decision by our team; we wanted to make sure that this level served as an introduction to The Archives so everyone could get an understanding of how the feature works.
At the same time, due to an error, some of you may have seen a sneak peek of the fourth level of the Tome. This level is significantly more difficult than the first. The intention is for the levels to gradually become more challenging the further you progress. With that in mind, we intend to use the following levels to gather feedback and adjust future levels and Tomes if needed.
We had also previously announced the dates each level of the Tome would release. However, due to the unforeseen delay of the 3.3.0 update, we needed to push back the release dates for these levels to match. The new dates are as follows:
- Tome I: Level 2 – November 13th
- Tome I: Level 3 – November 27th
- Tome I: Level 4 – December 18th
Exclusive Cosmetics
Alongside the launch of Chapter 14, we’ll be granting everyone the following cosmetics:
- Chuckles (Trapper – Ultra Rare Mask)
- Dweard (Dwight – Ultra Rare Head)
- Sharp Mustache Jake (Jake – Ultra Rare Head)
- Studded Jacket (Jake – Ultra Rare Body)
- Retro Windbreaker (Claudette – Ultra Rare Body)
- Claudette’s Weekend Shirt (Claudette – Ultra Rare Body)
- Purple Cords (Claudette – Ultra Rare Legs)
- Leather Hoodie (Meg – Ultra Rare Body)
- Retro Sneakers (Meg – Ultra Rare Legs)
- The BIG Hat (Ace – Ultra Rare Head)
- The TPGS Hat (Ace – Ultra Rare Head)
- Lazer Bears Victory Polo (Feng Min – Ultra Rare Body)
- Lazer Victory Shorts (Feng Min – Ultra Rare Pants)
- Donkey Jacket (David King – Ultra Rare Body)
- Hound (The Huntress – Event Mask)
- Untamed Donkey Jacket (David King – Event Body)
- Pro-Pain Hammer (The Hillbilly – Event Weapon)
- Free Song Bird Slip Dress (Kate Denson – Event Body)
There are a few reasons why we’ve decided to unlock these cosmetics for everyone. To start, most these cosmetics were unlocked using Steam codes and could not be unlocked on the console versions of the game, meaning we couldn’t give these codes to console players. Given this limitation, we have moved away from exclusive items in recent years and want to continue the trend of making cosmetics available to all PC and console players equally.
Most importantly, the codes for these cosmetics were also being sold by code resellers for exorbitant amounts of money. Others were taking advantage of this by creating fake listings to scam people out of their money. This is not something we endorse, and not something we are able to support if someone does fall victim to one of these scams.
By giving these cosmetics to all PC and console players, we hope to put an end to shady resellers and scams while also including everyone, regardless of the platform they play on.
Future Events
Recently, we’ve changed the way we handle in-game events and wanted to take a moment to explain why we’re putting elaborate objectives on hold. Unique event objectives take a huge amount of time to create and test, taking up time that could be spent fixing bugs and creating new content that’s available year-round. Going forward, events will be focused around extra Bloodpoints (through Offerings and/or Blood Hunts), Archive challenges, and event-exclusive rewards within the free track of The Rift. This allows us to focus our efforts on game health, which we ultimately feel is for the best.
Spirit Changes
The last thing we’d like to talk about today are the changes coming to The Spirit in the 3.4.0 update. The Spirit has been a polarizing subject recently with a lot of players finding her to be frustrating to play against. We also noticed that she appears to be performing far above expectations. With all this in mind, we have made a few adjustments that should make her feel fairer for everyone.
Collision during Yamaoka’s Haunting
Currently, the Spirit maintains her collision while using her power. Since phasing prevents The Spirit from seeing Survivors, any time she bumps into something she can’t see, she immediately knows that a Survivor is there. This takes a big part of the skill and counterplay out of the equation, allowing her to know exactly where someone is before reappearing. With this in mind, we have removed collision from The Spirit while she is using her power.
Window vaulting animation
Although The Spirit appears to climb through a window from the Killer’s perspective, a Survivor currently sees her stand at the window briefly before phasing through it. This left the Survivor with very little time to react, leaving the Survivor to guess whether she’s actually vaulting the window and hope for the best. The Spirit will now play a window vaulting animation from the Survivor’s perspective.
Adjusted speed curve post-phase
The Spirit currently retains her phasing speed for a short period of time after exiting her power before returning to her normal 4.4m/s movement speed. We have altered this curve to be more gradual, similar to The Wraith.
Add-on changes
We have also done a pass on some of The Spirit’s more problematic add-ons.
The Katana Tsuba
- Decreased the post phase speed boost duration from +0.25 seconds to +0.2 seconds.
Wakizashi Saya
- Decreased the post phase speed boost duration from +0.5 seconds to +0.3 seconds.
These add-ons allowed The Spirit to cover a large distance very quickly after phasing. By toning these add-ons down, she will now need to be closer to the Survivor after phasing in order to follow up and get a hit.
Yakuyoke Amulet
- Removed recharge rate modifier.
- Increased haunting duration bonus from +1 second to +3.5 seconds.
- Decreased haunting speed modifier from +10% to -15%.
This add-on increased various aspects without any tradeoff, making it a clear choice in any loadout. This change gives the add-on a more unique identity, trading movement speed for extra duration.
White Hair Ribbon
- Decreased charge speed bonus from +30% to +20%.
Bloody Hair Brooch
- Decreased charge speed bonus from +50% to +30%.
Prayer Beads Bracelet
- Phasing sound effect is now global and can be heard anywhere in the map rather than silent.
By far the most controversial add-on, Prayer Beads Bracelet would previously hide the sound effect that would play when The Spirit is phasing outside of her husk’s terror radius. This meant that Survivors were constantly at risk of being pulled off a generator with no warning or chance to react. By making this sound global, Survivors need to be on edge, as they won’t know whether she’s near them. This allows the Survivor to choose if they want to take a risk and continue what they’re doing, or if they want to play it safe and move away.
These changes will be included in the 3.4.0 update and will also be available for testing in the upcoming Player Test Build.
This concludes the November edition of the Developer Update. Be sure to let us know what you think!
The Dead by Daylight team


