ThatRyanB
ThatRyanB
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@SanelyOsp said:
SUMMARY OF THE ISSUE: So, when using Hidey-Ho, normally there's an animation the moment you press the button to start the power, which is Chucky leaning forward and hunching over while moving his knife a bit. There's also another animation with Chucky doing a little juggle with his knife, which plays when you either cancel the power manually, when the power timer runs out, or when you miss a Hidey-Ho attack.
Well, all of these animations in all of these situations are currently missing. The lack of the little knife juggle at the end of Hidey-Ho (and its sound cue as well) is especially noticeable, and it's pretty awkward how that little slowdown you get is still there, but it lacks an animation transition, so it only looks like you're walking super slowly for a second for no reason at all, and without anything indicating when the slowdown ends.
This applies to all of Chucky's skins, Tiffany included.
PLATFORM: PS5, but I've also seen it on every platform. Not sure about Switch but it's probably there too.
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: For the first missing animation it's simply just pressing the button. The little animation should start immediately after the imput, but it's currently not there.
For the knife juggle animation it's either missing a Hidey-Ho attack, hitting an object with it instead of a survivor, cancelling the Hidey-Ho mode manually, or letting the timer run out. It's missing in all of those instances.
I don't think there's anything missing in the successful Hidey-Ho attack animation, but might be worth checking that too.
Thanks for taking the time to lay this out in so much depth! Would you happen to have or be able to get before and after footage of what you were and are experiencing here? That would be immensely helpful for sending through to our team.
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Hey folks! Wanted to pop in here with a little Dev Update update so it doesn't get missed. We made some adjustments to the Good Guy section to clarify on the changes you'll be able to play around with on the PTB.
The quicker acceleration we originally mentioned will also apply to the start of Slice and Dice (in addition to the previously-mentioned period after the Scamper action).
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That's a good question! Chucky exists in an interesting place where he has aspects of a stealth-focused Killer (as you mentioned), but also has strong mobility with his dash. A 32m terror radius mirrors the balance he has between these two facets of his kit.
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This is a fun suggestion! I'll be sure to pass it along to the team.
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Just wanted to pop in and thank you for taking your time to not only submit a report through the bot, but to also confirm you've included the most helpful bits of information - it's super appreciated!!
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Definitely don't hesitate to share your fondest Cenobite memories with us - we want to hear 'em!
And for convenience-sake since I know there will likely be some questions, I've included the FAQ about this here: dbd.game/3XspEB5
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That's a great suggestion! I'll be sure to pass it along to the team for you.
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Thanks again for sharing! As I mentioned in the other thread, this has been shared with the team so they can look into it.
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Thanks for flagging this - the video is helpful! We've made sure the team is aware, and they're looking into it.
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Great question! The intention is to deliver bug fixes for long-standing issues across both of these phases. While we're not sharing specifics quite yet, continuing to push for meaningful bug fixes that the community cares about is an equally important part of "quality of life" to us.
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Thanks for flagging this! Let me pass this along to the team.
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Hey folks. Popping in here to confirm that the team is aware of this and looking into this. Thanks for sharing your log, by the way! I'm updating the status of this report.
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Jumping back in here to thank everyone who's provided their thoughts so far, both from the Survivor and Killer POV! We're continuing to note down your feedback including the specifics, so rest assured, they are being read.
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@DawnOfJojo said:
I have encountered the same and collected logs/video evidence
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882761#Comment_3882761
https://us.v-cdn.net/6030815/uploads/NKZQLMYOV7GL/deadbydaylight.log
https://youtu.be/ZacgYvgYHuw
The video is still processing on youtube so it may take some time.
But this can only be fixed if the survivor wesker is carrying disconnects.
No stuns or blinds break wesker out of thisThanks! I've passed this along!
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Hey there folks. Popping in here to let you know that our Community Team is treating collecting and sharing feedback with the team as our top priority today. While I'm seeing general comments about how folks feel about bots in here (which we are also sharing with the team), I'd also love to dig into the specifics of how you're feeling, as these can often be the most useful feedback points.
If there are specific instances of bots doing things that you've liked or have found disruptive in 2v8, I'd love to hear them. -
@dbdisme said:
SUMMARY OF THE ISSUE: Wesker was stuck carrying a survivor indefinitely, even after end game collapse timer had elapsed completely. The game continued indefinitely. Pallet save stuns did not correct the issue, either.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURRED: Wesker grabbed a survivor in a 2v8 match (likely using Bound)
Thanks for flagging this for us! Out of interest, would you happen to have a log from when you encountered this in a 2v8 match? If so, I'd love to share that with the team.
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Popping in here to confirm that I've updated the status of this bug report. The team is aware of this issue and are looking into it.
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Awwwww Y'ALL! This is so obscenely nice!
Truly, this is a game I love and I'm constantly blown away by the work of this team - our entire incredible Community team and the dev team as a whole - and it's a pleasure to have a chance to work so close to these forums. You'll no doubt be seeing lots of our Community team (myself very included) on these forums and across other channels this year. Whether it's bug reporting or gathering feedback, we want to make sure you're not just feeling heard, but also seeing that in tangible actions!
So all that to say, thank you all so much for the warm welcome!!
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Commenting here to let you know that I've updated the status of this bug report. The team is aware of this and looking into it.
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Thanks for sharing this! Popping in to confirm that the team is looking into this bug.
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Thanks a ton for sharing clear reproduction steps and video footage of this here! I've passed this along to the team.
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Hey there! I can confirm that this has been passed along to the team. At this time, though, I don't have any status updates to share regarding it.
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Really appreciate you sharing this! We've made sure that this is shared with the team so that they can look into it.
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@bunbun said:
I love the hag and trickster head!
https://us.v-cdn.net/6030815/uploads/57ASEZ4GF8ET/001-killerskin.png
Absolutely ADORE this thread!
And that Trickster combo? Impeccable! -
Popping in here to confirm that the team is aware of this report and the info shared in this thread - thank you! - has been passed along to them.
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Popping in to confirm that we've updated the status on this bug report and have shared this with the team to look into!
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Just popping in here to confirm that this has been passed along to the team. Thanks for sharing!
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Hey there! Commenting to let you know that we've updated this bug report's status. We've passed these details on to the team to look into 😀
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Just wanted to confirm that we've updated the status on this. The details you shared here (thanks!) have been passed along to the team to look into.
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No need to apologize whatsoever. We always appreciate folks taking the time to share their bugs - it's still very helpful!
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Hey folks. Dropping in here to confirm that the team is looking into this!
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Popping in here to confirm that this has been passed along to the team to look into. If anyone has Player Logs from a game where they encountered this, please don't hesitate to share them here.
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Just popping in here to confirm that I've changed the status of this ticket - your report has been passed along to the team to look into :)
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Thanks for sharing these details! I've updated the status of this bug report.
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Thanks for sharing, folks! I've passed this on to the team.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876936#Comment_3876936
That makes it much better but still not really the best.
I do hope the feedback about a potential rework for Beast of Prey is still taken as it is since the base effect of Undetectable as a chase perk really does not work that well.
Oh, don't you worry! We're already looking through early feedback and will be comparing this against feedback we receive once the update's in players' hands :)
Also, to add to what's in the Dev Update, part of the intention behind giving this increased period of Undetectable is to give Killers the option to disengage from an extended chase and surprise another Survivor if they see an opportunity.
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Confirming that, yes, the original description in the Developer Update was an error and we've updated the article to fix this. The correct effect for the perk is Undetectable and you can rest easy - there's no cooldown added.
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Popping in to address your notes on Beast of Prey in particular, we made a mistake with what was shared in the Dev Update. To be clear, there is no cooldown on Beast of Prey in 8.5.0 (of course, aside from the prerequisite of having to gain Bloodlust) and as mentioned in this thread, the effect you receive is Undetectable.
We've updated the Dev Update copy to fix this mistake (and I'll slowly back into a nearby shrub). Thanks for flagging this to us!
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Hey!! 👋
Popping in here to confirm that a huge part of our job on the Community side of things relates back to reading, collecting and sharing bug reports, feedback and the occasional meme with folks across the dev team. We're in here every day (of the business week, just to be clear) and do our best to get our eyes on as much of what's being shared as possible, so please, don't feel shy about sharing your feedback with us!
In particular, tackling bug reports is something that our team is really passionate about. These forums bring the dev team so many useful details that in turn help them investigate emerging issues (seriously, player logs are so helpful!). I hear you on wanting more communication on these actions, though. Feedback like this helps us grow and it's something that we really are committed to.
So all that to say, the bug reports, the feedback, the silly lil jokes, it's all appreciated!
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It's me, a dev! Giving this a look and sharing some of your feedback with the team.
You've got some great suggestions here - it's always great to see folks sharing their thoughts on the wider menu experience!
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@Celticbear said:
It's been eight months since I made a bug report about Game Afoot. I don't want to make another one because there's like three bug reports about game afoot anyway. I want to post about it here instead to draw more attention (and hopefully fix) this issue.
Special pallet breaks including killer powers, perks, and I assume event pallet breaks if they are ever coming back do not trigger the haste status effect one should gain when breaking a pallet in this manner. This wouldn't be as egregious if both the perk itself AND the wiki both state that you should get haste no matter how you break the pallet, even after eight months of this perk not working as intended. Either fix the issue or change the description.Hmm! Really appreciate you taking the time to lay this all out (and submitting it as a bug report previously). Let me take this back to the team for you.
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Absolutely LOVING the suggestions in here (and the mental image of runaway train Xeno)!
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868567#Comment_3868567
This. Something like the stats should definitely be available in game or be available on players BHVR accounts, not in a newsletter that is unreliable. It's annoying how many times I am getting the newsletter just fine, even check when an announcement like this comes out, but then it randomly stops and I miss one with some sort of reward. Then it's an annoying back and forth with support trying to get what I missed - most just want to quickly close out support ticket without actually helping, you need to luck out to get someone that will actually help resolve an issue. I get they want to get people to use the newsletter but it's so unreliable and their support team is pretty miserable to deal with.
Hmm, I can flag this issue to the team. So to confirm I'm understanding, you've opted in to receive the newsletter, but it will occasionally stop sending them to you?
Do any of settings in your BHVR account change when this occurs (i.e. boxes being unchecked)? Out of interest, how often would you say this happens for you?
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@Aven_Fallen said:
Why is it not possible to display this ingame? This would be somewhat interesting and yet it will not reach a bunch of people because for some people Newsletters dont reach them.
This is absolutely a suggestion I can bring back to the team for you!
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Popping in here to confirm that, yes, the effect of Beast of Prey will trigger each time you gain tier 1 of Bloodlust.
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To confirm, the change to the Black Box add-on is specifically a wording adjustment to make its effect more clear.
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Thanks again! I appreciate your answers.
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One additional question: are there specific Killers or Survivors you've experienced this with more commonly?
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865883#Comment_3865883
It’s actually been happening since 7.7.0 with the jump to UE5. I noticed it first when haddonfield was changed in that same update I was getting constant frame drops especially in the houses and then with the d&d map. The dungeon area has a lot of frame drops and now the most recent map Ormond Lake Mine. But to answer your question, it’s been both queues that drops the frames on these maps.
Thanks for the additional details here - these are helpful. I've passed this along to the team!
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To confirm, did you experience these performance issues while playing the Bone Chill event, the standard game queue, or in both? Just want to make sure we get as much intel as we can back to the team.