ThatRyanB
ThatRyanB
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@Dreigonix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064386#Comment_4064386
Oh, we will. Not that BHVR is going to listen to us now if they didn't during the PTB, but we will.
Thank you! I promise you, we're here to listen and bring feedback back to the team. While perspectives on a given chance can differ widely across the community, our role on the Community Team is to bring those different perspectives together for the team so they can see the big picture.
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@OneShape said:
Terrible change. I don't know why you went through with this, from what I have seen on the PTB feedback section negative feedback to positive feedback was like 10 to 1.
This is just a net negative change. It makes the game less immersive, it makes the game harder to understand especially for newer players, the wording is more clunky. The only advantage I can think off is that searching for perks by their text is more consistent, but that does not remotely remove all the harm it does.
I am genuinely so upset over this, this is just a bad change.
Are there any specific examples where you feel the updated perk descriptions are harder to understand?
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@supersonic853 said:
https://us.v-cdn.net/6030815/uploads/OWXM60K2DHSV/1000013859.jpg
Was wondering how itd turn out because they said they were debating on it. I think this is the actual answer not very sure but from testing it does work again and the description actually matches. So heres hoping.
You're correct! The interaction between this add-on and perk is now more clearly framed as an intended effect.
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We're so excited to share the update with y'all today! As always, we'll be keeping a close eye on feedback to bring back to the team, so don't hesitate to head over to the Feedback section to let us know what you're thinking of the changes :)
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055912#Comment_4055912
Hi @Mandy, about the pallets - did devs delete indoor maps pallets that would always spawn on purpose or is it just a bug?
Lemme hop in here for Mandy :) This is a known bug that's been resolved across most indoor maps. The team's still investigating and keeping an eye on it, though, as Midwich still seems to be encountering some spawn issues.
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Thanks folks! There's a lot of great feedback for me to work through! The intention behind these tonics is to add another layer to the 2v8 gameplay for both roles, so it helps to get both perspectives.
I'd love to dig into something I've seen mentioned a little. How do folks feel about the ratio of available Diluted vs. Purified Tonics in a given match?
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Hey folks! We looked into this today and there were no changes made to pallet density with this update.
If any of you are personally seeing more pallets in your matches, then we definitely want to look into that as a bug. Most importantly, we'd need your game logs and - if possible - video footage to investigate. SO! If you're seeing more pallets than normal, please submit a report to BetaHub, here:
Thanks a ton for your help!
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@Ch1fir said:
First of all, I want to say that the Torchbearer update made the game more intense and pretty entertaining, but there are still a few things I’d like to point out. As a survivor player, I like that we got more safe zones and that survivors can be saved from the killer. At the same time, as a killer player, I feel like we’ve become much weaker, since killer classes don’t help that much.
Since there are five classes for survivors, it might be a good idea to reduce the maximum number of players who can pick the same class from 4 to 3, or maybe even 2. That way, survivors would have to adapt to different playstyles and team compositions. There would be less gen-rushing, and chases would still stay interesting.
Secondly, I saw someone mention that the current number of flashlights isn’t enough, but I actually think it’s fine or it could even be fewer. That class already has flashbangs available throughout the match anyway, and you can still find flashlights in chests. This would help balance the class compared to the others. For killers, it would also make matches flow better, since survivors would have to spend more time checking chests and be slightly less focused on generators. In a lot of my games, survivors manage to finish three or even more generators at the same time at the beginning of the match, and as a killer you can’t really do much about it right now.
One more thing: while tonics for the survivor side are pretty cool, I still wish killers had more boons and not just haste.There's a lot of interesting feedback to unpack here. Thanks for sharing (and I appreciate you coming at it from both role POVs)! I wanted to come back to that last point, actually. Is there a different tonic boon for Killers that you would prefer over Haste?
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@venusmoder said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055494#Comment_4055494
well i am not a fan of the endurance in the unlockable skill, so that is the number 1 thing i would change. These abilities would be powerful in normal 1v4 but because in 2v8 killers can't slug because of class abilities being unbreakable, and killers not knowing where cages are, this never comes into play in my experience. And additionally, it feels very unfitting for the class that revolves around flashlights to give random endurance.
I would change the unlockable skill to give you 50% haste while using the flashlight (just like champion of light) and the flashlight to recharge upon getting a pallet stun (and maybe upgrade the rarity?) just like exultation.I appreciate how much detail you put into this! Lemme make sure that's noted down on my side, as you're not the only one I've seen mention Champion of Light.
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@Muggybrush said:
I feel there should be more restriction on how many of one class can be in a game, as some games you have 4 torchbearers and others you have none- Maybe 2 of each class maximum would be better than 4 but thats just off the top of my head.
The after-cage passive is completely useless and I havent seen it activated even once.
Generally it seems like a pretty fair class overall and is necessary to put more thought onto the killer side outside of just chase and pick up.👍️
Also I'd really like to see something done with totems, like giving killers a hex build of some sort (no clue) and survivors a boon skill- Then again adding more classes would be more of a reason to further limit the maximum for survivors
That's a good thought about the class maximums and something I can pass on to the team. On the after-cage passive, is there a change that would make it feel better in your eyes?
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@MoZo said:
please increase the rarity of the starting flashlight to blue or purple. the green one runs out way to fast since we can’t bring addons for it. other than that, the class is very fun and well implemented.
So, digging into this, are there add-ons whose effects you're most missing here?
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@venusmoder said:
The ability to start with a flashlight is what carries this class, its awesome starting with an item. but generally i find the other abilities to be quite lacking, The flashlight runs out very quickly and theres no way to recharge it, and the special unlock ability doesn't ever do much in my testing. I'm surprised the class doesnt have something like champion of light built in.
If you could adjust the class's abilities, then, what would you lean towards?
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This is definitely something I can make sure is shared with the team, feedback-wise. Either way, we'll be keeping an eye on how it performs in-game.
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Popping in with a little update here: The update should now be live on Xbox!
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@Cypherius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049503#Comment_4049503
There are 3 bug fixes to Ghoul in this patch. He is definitely going to be weaker now if these fixes work.
- "Fixed an issue where reticule stickiness did not disappear when The Ghoul lost line of sight with the target, allowing unintended hits through walls."
- "Fixed an issue where The Ghoul's Kagune Leap would cause the player to become stuck in a decreased speed state."
- "Fixed an issue where The Ghoul was able to cancel mid-swing while Kagune Leaping to a Survivor, bypassing part of the recovery."
We'll be keeping a close eye on feedback to pass along to the team, so don't hesitate to shout once you've had a chance to give his a try with these changes.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043015#Comment_4043015
They usually pin it in the discussion forum
Mhmm! You're right that we've done this in the past. In this case, though, given that we have a sub-section of the forum that's focused on PTB feedback, we didn't want to segment that PTB discussion between two places. If you've got any PTB feedback, don't hesitate to let us know over here :)
https://forums.bhvr.com/dead-by-daylight/categories/9-4-0-ptb-feedback -
@Jarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038937#Comment_4038937
I'm not the person you responded to, but to give you some feedback on freezing pallets:
I play both killer and survivor, and freezing pallets is largely a pretty big killer buff and makes the chase feel uninteractive and frustrating on the survivor end because they are largely your only defence other than windows and freezing pallets doesn't take that huge an investment for the killer to do. Likewise if you're against a team of survivors who use it on god pallets when they're thrown, you're just staring at a frozen pallet for 7 seconds.There are some things you can do as survivor, like pre-freeze it from afar so the killer can't, but I do wish BHVR wouldn't mess with chase flow in events by affecting actual pallets.
I appreciate you're limited in the scope of what you can make an event do in DBD in terms of how it affects gameplay, but messing with chase mechanics is one of the most consistently frustrating ones. Now, thankfully you have a normal queue so I can just ignore it, but there isn't much fun to be had on the receiving end of "Oh the pallets frozen, guess I just get hit." or, on the other end of it, "Guess I just can't kick this pallet because it's been frozen whilst down".I genuinely enjoyed the previous years when it was more about just having fun throwing snowballs and goofing around in snowmen. It felt chill.
@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038937#Comment_4038937
Ofcourse my friend.
Most of the time I am playing Survivor it is more like a 90% to 10%
If I am in the role of Survivor rhe freeze of pallets by the Killer feels a bit overwhelming if you stay at a 50:50 pallet. You try to loop it just for the pallet to get frozen mid chase. I know this is the purpose for this ability but it feels kinda… cheap espacially against strong anti loop Killers.
The only time I play Killer this Event I was playing Clown on Gideon. And well it was nice to get this hits… it kinda felt like the ability of the anniversery to break pallets from afar. But if the pallet is a strong pallet which needs to be broken it gets kinda frustrating when the Survivor runs… pre drops… and you have to stay there… waiting… till you can break it.
I know these affects are intended. But weak loops become kinda impossible to play and strong "god" pallets feels impossible as Killer.
I appreciate the both of you going into such detail here. I'll make sure this feedback is noted for the team :)
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@Jmitchell88 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037840#Comment_4037840
No I always pick what I want, never do bulk spending
Just to be safe here, I would suggest reporting this on BetaHub if you're able. That way, if there is a bug here, the team has details they can use to investigate.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/461848/question-about-the-new-winter-event
I don´t like the pallet freezing stuff. Makes the most 50:50 kinda unplayable.
What is funny tho are the snowmans, since no one uses them at all and they don´t move you can quiet often escape with them, since the Killer don´t think about them.
I'd love to dig into that first point a little so I can make sure your feedback's noted down. Which role are you playing as and would you be able to explain what's making this feel unplayable?
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038372#Comment_4038372
Thanks for your time.
Have a nice christmas.
You as well! Happy holidays!!
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038378#Comment_4038378
Maybe then actually show care for these folks yourself and not ban them for the weirdest of reasons? People like UndeddJester have provided more constructive feedback here on the forums than most of us.
I think it speaks volumes that someone like them can get banned so quickly and for such reasoning.
Please look out for the people that actively help to improve this game. This is my feedback.
I'll point to a comment Mandy posted this morning as I feel she perfectly encapsulates this. I get your frustration and want you to know that we are looking at the moderation escalation process.
@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038378#Comment_4038378
First of all thank you very much for removing the pictures. But I have to agree with the others it took very long and sparked fear into the forum because not everyone is mentally numbed enough like me to see such things and it should really be the highest priority to protect the wonderful people here. Please try that this can not happen again… If all Mods are gone, please disable pictures or put them atleast into spoilers.
Speaking to the disabling of pictures at certain times, this is one of the cases where we're limited in what we can do based on our Hosting service. BUT! That doesn't mean the feedback hasn't been heard. This is something we'll keep in mind, should there be alternative solutions!
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@Onako said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038369#Comment_4038369
Maybe, for the future, if you know that the forums are unmoderated for a period of time you guys really should limit the functions like some of us suggested - if technically possible. Not sure if all of it was the same person, but they for sure noticed that nothing happened over almost the span of an entire day and took advantage of it to post more.
Or at least a function that hides post that've gotten a certain amount of reports until they can be further reviewed.
Both of these are great suggestions. While I personally can't speak to what's feasible (or not) with the forum architecture, what I can promise is that I can raise these suggestions to my team.
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@Leon_van_Straken said:
Hello everyone…
in the last time I am quiet unhappy with this forum.
Why do you ask? Because of the following:
- It is possible to post us vs them post with the single reason to farm ragebait.
- Mods abandoning this forum for weekends or vacations which gives troll like gore posters and such kind free hand
- People downvoting without going into a discussion at all and sometimes it feels like multi accounts downvote you on command.
- And lastly banning people like @UndeddJester for posting his opinion?
Please Mods… I know you have a busy life. But please do us a favor.
- If you are all away for a day please disable pictures, protect your community from violate stuff.
- Let more than one mod read about "ban worthy" posts to deny bias. (Yes there are mods which are Killer and Survivor sided but giving one the power to ban even valid opinion posts is wild)
- Maybe give a token system to up and downvotes. That you only can give an up or downvote if you posted something on the specific discussion.
If you want to ban me for my opinion it is okay.
But I really beg you to atleast take my words to your heart.
I really appreciate you taking the time to break this all down and appreciate the lateral thinking on your problem solving!
Priority number one right now is ensuring that any any images that violate the rules here have been removed - something that appears to be handled now. On that topic, I wanted to thank you again for showing care in looking out for folks here.
We're always keeping an eye out for feedback that can help make these forums feel better to use, so I'll be sure to share yours with the team!
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Thank you so much for taking the time to look out for your fellow forum-goers. I can confirm that the image in that thread is no longer there.
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Hey folks. Just wanted to step in here to let you know that the team is very much on the case!
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I appreciate you getting so in-depth here! If it clicks why Swamp and Yamaoka are feeling off, definitely let me know here and I can make sure it's noted down as feedback.
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@Ghost77 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036782#Comment_4036782
I wrote a similar post in the patch notes, but in my opinion, after testing in custom games, Autohaven, Macmillan, and Crotus Penn did a great job; it's the path to good balance. Swamps, Ormond, Yamaoka, Coldwind Farm, and Haddonfield (the latter two weren't mentioned in the patch notes) need a review; they still have too many dead zones and too many unsafe, nonsensical palettes. I hope you continue to read your players' feedback, thanks ;)
If you're able to, it'd be incredibly helpful to see screenshots of the dead zones and unsafe pallets you're referring to on these maps. That way, I can share them with the team.
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Just popping in here to say that I'll be keeping an eye on this thread so I can pass folks' thoughts on to the team :)
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@TheArbiter said:
I've gotta be honest, I dont see how Skull Merchants undetectable being attached to recalling drones now isn't just a net nerf to an already f tier killer.
I'd love to dig into this a little more so I can make sure the feedback makes it to the right folks. Would you be able to elaborate on why you feel this is a nerf?
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I appreciate that there's feedback on both sides of the topic in here. I just wanted to pop in to confirm that I'm passing along your thoughts to the team.
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@ShakiraNOTREAL said:
SUMMARY OF THE ISSUE:
I have been experiencing constant crashes when Dracula is in a match. When Dracula transforms, my GPU crashes - no video appears on my screen, but audio can still be heard. Shutting down the whole PC is the only way I have been able to play again. I have tried updating the drives, reinstalling them, and reinstalling the game. This has been happening before the most recent update and a bit before the latest 2v8 mode.
I am running a Gigabyte 3060 ti with a ryzen 5 5600x and with 32GB of RAM. This only happens with Dracula, and I am still able to play new releases without a problem
PLATFORM: PC Steam
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURRED:
When playing as or against Dracula, when he transforms, all video from GPU stopsVIDEO:
Sorry about the RAR files, I couldn't work out how to get video on here
PLAYER LOGS:
- Player logs are required from PC players only.
https://us.v-cdn.net/6030815/uploads/LHU1LHDZGQNZ/deadbydaylight-backup-2025-11-26-10-28-46.log
https://us.v-cdn.net/6030815/uploads/J2VNZKUNVIOZ/deadbydaylight-backup-2025-11-26-10-52-36.log
https://us.v-cdn.net/6030815/uploads/JRIOG13MYYAL/deadbydaylight-backup-2025-11-26-11-48-56.log
https://us.v-cdn.net/6030815/uploads/A6BRRQXCTBOM/deadbydaylight-egs.log
https://us.v-cdn.net/6030815/uploads/QYDDM9Q0VBWC/deadbydaylight.log
https://us.v-cdn.net/6030815/uploads/20F5XRPS284A/deadbydaylight-backup-2025-11-23-07-26-32.log
https://us.v-cdn.net/6030815/uploads/AGL13DID8QGP/deadbydaylight-backup-2025-11-25-20-58-41.log
https://us.v-cdn.net/6030815/uploads/0P9YXX2EBN1B/deadbydaylight-backup-2025-11-26-10-26-17.log
Hey there! Thanks for flagging this to us. Would it be possible to get the crash dump report from you so we can pass this on to the team to investigate? It can be found in the following directory:
%localappdata%\DeadByDaylight\Saved\Crashes -
@beccai said:
I just got into a lobby, so it seems to be fixed for now
That's great news! I can confirm that from our side, we're also seeing this as fixed now. Thanks again for your patience!!
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As an update on this, there's a widespread outage currently affecting online services on PC. We'll continue to monitor the situation while we wait for a resolution. Thanks for your patience!
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@JanembaJanemba said:
SUMMARY OF THE ISSUE: Sending a guard to do a break action does a basic attack.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Send any guard to do a break action on anything.
VIDEO: https://youtu.be/Se7a7nF4XuA
https://youtu.be/15ZJIjfIKp4PLAYER LOGS:
- Player logs are required from PC players only.
Would you happen to also have player logs from when you encountered this? We've shared this bug report and your videos with the team, but player logs are immensely helpful in isolating the cause of bugs, so we'd love to share these as well if possible.
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@spookii said:
SUMMARY OF THE ISSUE:
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: KNIGHT POV is pushed down and delayed when using guard and will m1 after breaking pallets with guard
VIDEO:
PLAYER LOGS:
- Player logs are required from PC players only.
Would you happen to have player logs from when you encountered this? We've shared this bug report with the team, but player logs are immensely helpful in isolating the cause of bugs, so we'd love to share these as well if possible.
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Thanks for flagging this. We're aware of this issue and the team is looking into it as I type this.
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031721#Comment_4031721
Too strong? So the killers' opinions are more important to you again. Better yet, make five pallets so the survivors down in five seconds, okay? Because the killers fun is more important to you!
Apologies! That's on me for my poor wording. We absolutely want any and all perspectives on this - both Survivor and Killer. If you've got anything specific that's not feeling great to you, I can pass that on to the team for you!
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Hey folks! With regards to the pallet density changes, as you dig into the changes, if you run into anything that you're not digging please do let us know. We can make sure the feedback is shared with the team.
Importantly, the more specific you can be, the better. If there's a specific loop or tile that you feel is too strong, let us know which one it is - bonus points if you can provide screenshots! -
Thanks for taking the time to flag this (and for sharing both your player logs and footage of it occurring)! I wanted to confirm that this has been shared with the team so they can look into it.
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Hello folks! Closing this thread in order to better organize incoming feedback so we can better support sharing your input with the team. Head on over to the 9.3.0 PTB Feedback section of the Forums to share your thoughts on the PTB. We've already set up threads to centralize discussion of some of the bigger updates, so we'd love to hear from you!
Rest assured, though, any replies already shared in here have been received and will be factored into the feedback we share with the dev team.
See you in the feedback section!!
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Just popping in here to confirm that the team is aware of this bug and are looking into it.
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@Choaron said:
Yet another tonedeaf update. Don't act surprised if this update changes nothing about killers' playstyle.
I'd love to dig into this a little. Is there something specific about this update that you're finding tone-deaf?
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Thanks for raising this. I can confirm this bug is known by the team and is being investigated, but I don't currently have a timeline that I can share for a potential fix.
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@chknTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023326#Comment_4023326
Unironically probably even better, now its basically guaranteed chase time with no risk of value loss, now you can SB to a strong tile, and if u get into a bad situation you activate your second SB.
It's situations like this that really hit on the importance of testing these changes out (and pushing them to their limits if possible). We'll be keeping a close eye on feedback as folks go hands-on with the PTB 👍
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@Harmacy said:
I have two screenshots to share, showing three pallets spawning in this structure very close to each other. A window spawned betweens pallets 1 and 2, creating a very strong loop. It's not okay for them to spawn so close to each other.
@Boingo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017941#Comment_4017941
https://us.v-cdn.net/6030815/uploads/IS2ZR7BS2FDD/bb089f3f-dddf-4486-9b22-f08e57b29d43.png
https://us.v-cdn.net/6030815/uploads/NF2MTL2XRCAI/9cd36b34-842e-4067-a6d7-ea0c5a36a7cf.png
Main building on grim pantry has always been problematic with its double windows next to each other with pallets near to create a basic infinite against m1 killers. Now it has 4 new loops surround main which makes it even more Chainable and an infinite setup.
@sizzlingmario4 said:
Double pallets here in a setup with two windows should not exist:
The center of these maps frequently spawns too many safe fillers now, previously RNG was kind of an issue on these maps because you really could get anything from super survivor sided to a killer-sided map with a giant deadzone in the middle, now these maps are just consistently too safe overall. I've also been seeing more poglogs, we didn't need those either.
Really appreciate you taking the time to share so many clear screenshots. This is a huge help. Thanks!
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@Jen0701 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017934#Comment_4017934
Yes i mean the whole Macmillan Estate, there was yes a revision for everyone and pallets were added everywhere.
Thanks for clarifying!
@itsmyghost said:
There's a couple variations that can spawn and are too survivor-sided, but for the most part the changes are good. Survivors feels better to play while killer is only a tad bit more difficult, but killer has felt somewhat easy in recent months so this isn't an unwarranted change.
The worst killers are still the worst killers and these changes even hurt those killers with some of the possible variations; on the other hand, the strong killers are kept in check a bit more which I see as a purely positive development. This is a fundamental issue caused by the immense disparity between the absolute best killers and absolute worst killers. There is no reason to have a killer as weak as Trapper or Skull Merchant in the same game where Blight or Ghoul roam free. Killers should absolutely be treated differently very much in the same way that we were going to see smaller bonuses given out to the "S tier" killers with the proposed Anti-Tunnelling/Slugging changes; your weaker killers could be given base kit access to faster pallet/gen kicks, faster vaults even, maybe some out-of-chase movement speed after a hook.
As these changes stand right now, the weaker killers are in a bad spot… but not because the changes are bad, but because the killers themselves needed help to begin with.Would you be able to clarify which variations you've mentioned are feeling too Survivor-sided?
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@MajrGaming said:
Purgation is ok except for the double pallet loop that spawns next to shack, considering how big the map is I don’t think that’s necessary. Removing the god window on the main building in Mother’s Dwelling was an amazing change, but now there’s way too many safe pallets that connect to main building. If you reduce the pallets a little around main and then shrink the map a little more I think this map would be fine.
Would you be able to point out some of the pallets that feel too safe when connected to the main building?
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@Boingo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017950#Comment_4017950
https://us.v-cdn.net/6030815/uploads/3XELDW0QF6SB/360cf471-798d-4732-b482-9ca3f620f86c.png
https://us.v-cdn.net/6030815/uploads/67YBL4KXFJRA/29a50d7b-1fcf-41ef-98f7-e9f3bd118bcc.png
Trees with double pallets that chain into vault tiles along with main are very problematic.
https://us.v-cdn.net/6030815/uploads/XX9M7W49Y2WJ/f2d7fc59-3730-444d-b692-33f97e1041c8.png
Pallet loops with this mini trees are abundant and you can't mind game cause you can always see killer through them nor use range attacks cause the mini trees block projectiles despite has see through points
@theMasafe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017950#Comment_4017950
https://us.v-cdn.net/6030815/uploads/OL782B38FFCT/ex1.png
https://us.v-cdn.net/6030815/uploads/9POAW64QSX1O/ex2.png
https://us.v-cdn.net/6030815/uploads/KU26LV1RSZOD/ex3.png
Like what is this? And they usually chain into more pallets, jungle gyms and even shack. Sometimes I feel like playing on Garden of Joy where survivors can connect one entire side of the street from shack to the parking lot. This is not normal.
Thanks for sharing these examples! I'm making sure they're shared with the team.
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Thanks for all the feedback in here, folks! If there are any specific loops or tiles that you feel are causing issues, please don't hesitate to highlight them with screenshots in this thread.
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@sizzlingmario4 said:
Ormond Resort is pretty awful now. I do like some of the new filler tiles that aren't just rock loops since it adds a bit more variety to the filler selection, but overall there are too many pallets now and the double pallet tile feels particularly obnoxious on this map. That, combined with often being able to chain filler pallets into jungle gyms now, it's a little too much overall especially since this map was already a bit survivor leaning before the changes.
Ormond Lake Mine is fine and I'm not sure it even got changed, it doesn't feel any different than before. It's still one of the best maps in the game currently.
Would you be able to elaborate on which of the new filler tiles you like? This is one part of the feedback on this Realm I'd love some clarity on.