ThatRyanB
ThatRyanB
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- ThatRyanB
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/XTMFAXJ16C4W/image.png
- This might be a hot take but i actually think it was better designed before - removing the break speed and recovery bonuses when he had slaughtering strike available rewarded survivors for stunning him mid attack as well as encouraged you to break pallets with the special attack too. Not a big deal though
- Not too keen on reverting the base duration, i actually liked the decrease because it made it end at a convenient duration to get back to stealth sooner. This change also encourages slugging more and i think its going to overshadow judith's tombstone a lot, if the 40s restriction remains it will probably be an unfavoured add-on now.
- Reasonable.
- I would have preferred changes to the charge speed/duration but maybe this will be alright, i fear it's starting to power creep Leatherface quite a bit though.
- Reasonable
- ^
- Much needed, probably my most appreciated change here.
- Very nice too but this does leave tuft of hair in the dust a bit since it has no extra bp events to compensate.
- Both TR changes are fine
Will be giving this a try asap.
Will definitely be interested to hear what you think once you've had a chance to get some time with it. Our team will be making sure any feedback is shared with the dev team!
- This might be a hot take but i actually think it was better designed before - removing the break speed and recovery bonuses when he had slaughtering strike available rewarded survivors for stunning him mid attack as well as encouraged you to break pallets with the special attack too. Not a big deal though
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Apologies for the delay, folks! We're actively looking into this. The bugfix patch's release on Steam, Epic Games Store and PS5 is delayed slightly, but we'll be sure to jump back in here with a status update as soon as we have one.
Edited to include a mention of PS5
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Thanks for taking the time to put this on our radar. In order to help the team investigate what might be happening here, would you be able to share your Player Logs?
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Thanks for taking the time to flag this. In order to help the team investigate what might be happening here, would you be able to share your Player Logs?
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Thanks for taking the time to report this. A couple questions/notes for you as we try to narrow down reproduction on this:
- If you're playing on PC, if you'd be able to get your Player Log from a session where you encountered this, that would help a ton in investigating what may be happening here.
- Are you encountering an issue getting progress on both sides of this quest? Both for killing Survivors and stunning the Killer?
- On the Killer side, to confirm, this quest requires you to kill Survivors via Mori. Sacrificing them on a hook will not count. Just to be sure, you've been Mori'ing Survivors, right?
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Thanks for taking the time to report this. To confirm, have you only been experiencing these crashes while playing on Steam Deck, or do they also occur on desktop PC? You also mention the screen going black and forcing you to hard reset your device. Can you hear anything in the background once this has occurred (i.e. it seems like the game is still running)?
Was there anything else that may have happened before each of these crashes occurred (i.e. opening the Steam overlay) that could help us draw a connection between them?
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Thanks for taking the time to share this footage and log. We've updated the status of this report, as the team is investigating this bug.
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@ItsNox said:
Just chiming in what I have seen so far. I bought the rift pass, which after every match tells me it's not even unlockable yet. The newoutfit for Yun [If thats her name] loads into the game with only the top showing, I have invisible legs with black shorts on -Laughs; It was showing me in game with all generators lit up red like I had deja vu even though I clearly didnt. The progress bar for gens was flashing and rapidly showing progress and then no progress. The Oni I played against was using the bear skin but his head was missing. This is all after the patch for the update. Entertaining times.
I can confirm that most of these are already in front of the team for investigation, but let me cross-reference what you've listed here to make sure there are no stragglers. I know it can be frustrating to run into bugs, but I appreciate you flagging these for us!
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011588#Comment_4011588
Hi, did you fix the issue where Myers turn rate on his special attack is very slow on controller? It's unplayable on controller.
While this isn't something that was addressed in this bugfix patch, it is something the team's looking into.
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Popping in to confirm that, yes, Off The Record deactivates during the end game.
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Thanks for the kind words! It's not lost on me that it will require some time to see how this settles in with the community, so don't hesitate to let me know if your feelings on The Krasue evolve at all.
Our team will be keeping a keen eye on feedback from this!
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@ReverseVelocity said:
Do we still have the lack of scratch marks and aura reading/pain silence effects at 80s?
Thanks for catching this. This was a mistake on our end. It's the entire perk duration (including aura reading and suppression) that's been reduced to 30/35/40 seconds. We're updating the patch notes now to fix this.
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Thanks for sharing all the details in this thread! In particular, that video is incredibly helpful. I've passed it on to the team, who are investigating this issue as a priority.
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@Ramitdown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005727#Comment_4005727
Hi @ThatRyanB, there is a separate thread that's been made which is a more overarching account of Artist's current problems (which are semi-game breaking), which you can find here:
This thread has multiple videos on different maps showcasing the issues.
Thanks for pointing me to that thread! I've shared the video with the team, and they're investigating this with high priority!
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005688#Comment_4005688
As promised, I'd get back to you if I noticed anything still amiss with the Preset system.
I have good news and bad news 😥.
Starting off with the good news: it seems that indeed all set builds no longer reset. I tested this by doing the following on Vittorio:
Preset slot 1: Adept perks
Slot 2: empty (which is my Free loadout slot for if I decide to play anything else than the Standard build)
Slot 3: the Standard build, which is a jack-of-all-trades kind of build I have ready to go on everyone
Slot 4: The Witcher build, for the Geralt cosmetic (some other characters also have a specific build set for them here)
Slots 5-7: unused, thus empty
Before the fix, closing and restarting the game would move all builds set in Slot 3 and beyond up by one, with 3 taking the empty spot of Slot 2, 4 moving up to 3 and so on. The build names would equally be restored to the default Preset 1-7.
THIS SEEMS TO BE FIXED NOW 😁. Vittorio still has the exact same customized loadout slots with the names I gave them.
However, the BAD news:
On some characters the preset names I set for them do not save when closing the game. Example:
This is how my list of Nemesis builds looks like, with a couple builds that have perks in them, and some free/unused slots. All properly named except for the unused slots.https://us.v-cdn.net/6030815/uploads/CZE8CAYA67PU/20250924215127-1.jpg
But when I close and restart, this happens:
https://us.v-cdn.net/6030815/uploads/KSXMHMYYKFT8/20250925083845-1.jpg
The preset names are not saved, but all the builds are. Everything, from perks to add-ons to offerings, remains intact and exactly in the spot I left them. It's just that the names don't save.
What's strange is that this does not happen on everyone. I have 4 killers with builds set up for them and all properly named, and two of them have this issue, Dark Lord being the other one. Artist and Vecna remain completely unaffected. I don't know if this is an issue unique to the characters or something else causing it. Either way, I think this warrants looking into 😉.Thank you for your help, and have a nice day!
Thank you so much for sharing so much detail! I've passed this onto the team to look into!
@Verix said:
Sadly my loadouts on Vee still keep resetting every single time i restart the game and i think especially when i receive items
Would you be able to confirm, is this only happening on Vee, or other characters? Survivors and Killers? And to be sure, this is your gameplay-focused loadout (i.e. perks) that isn't saving, not the cosmetic presets, right?
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Thanks for taking the time to flag this bug! I can confirm that the team is aware of this issue and are looking into it.
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Apologies, but both of these videos appear to be set to private. Would it be possible to make them unlisted so I can review them?
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Thanks for following up on this bug! I've passed this additional evidence on to the team in order to help with their investigation.
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Thanks for passing this along! I've shared your report with the team, who are already taking a look at what's happening here.
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005653#Comment_4005653
Thank you, Ryan 😁!
I'll keep an eye on this and report back when something's still not working properly. Hopefully I only have to go through my presets one last time (it takes a bit to set everything up as you can imagine …)Oh, I can totally imagine! It's not lost on me that it's time-consuming, so seriously, I'm sorry for the inconvenience.
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Thanks for passing this along and including video of it occurring! I've passed this on to the team to look into.
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Hey folks. Popping in here with a quick update. We deployed a fix late this morning that should have resolved this issue. Unfortunately, for anyone who accessed their presets while this bug was active, you will have to redo these perk presets (sorry!), but as of now, the presets should be back to saving.
If you continue to run into any issues, though, please let me know here!
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Thanks for sharing your bug reports here, folks! I've passed these details onto the team so that they can look into this. I appreciate you going the extra mile to test out the Singularity x biopod interaction with this.
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Thanks for sharing this, folks! I can confirm that the team is aware of this and looking into it.
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Thanks for taking the time to share your reports of this! It appears that this bug may be occurring with multiple Killers at the moment. The team is currently in the process of investigating a fix for it.
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Popping in here to confirm that we've followed up with the team to share your video of this occurring. Thanks for sharing in here!
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In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.
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@JustElf said:
Well, you made The Unknown worse when it was the most unproblematic killer
Would you be able to elaborate on what has made them feel worse this update? I'd be more than happy to pass along that feedback.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004477#Comment_4004477
Hi Ryan,
Is the team aware that Freddy's power randomly stops working on certain maps? I was hoping it would be in today's patch notes either fixed or as a known issue. I reported it a while ago with video in the bug reporting section. Any information would be appreciated.
Hey there! Apologies for asking, but would you be able to point me towards this bug report? I can make sure it's on the team's radar for you.
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Sinister Grace has arrived!
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004416#Comment_4004416
Well, both of them definitely had their problems mainly the anti-tunnel But I feel like anti-slug could’ve had a few adjustments and it would’ve been perfectly fine The main problem with anti-slug was the ability to recover while moving because this made it so you were forced to either pick up instantly even if there was another person nearby so they could go for a flashlight save or a sabo play, or in scenario 2 you see Survivor A is close and you slug Survivor B to go Chase with Survivor A and while you’re busy with that Survivor B can crawl all the way to a corner while recovering to get back up safely during that time which would to you having one down again. if that part of the anti-slug was removed It probably would’ve been completely fine to have the game.
I appreciate you laying out those multiple situations! This makes it easier to organize feedback for the right folks. Thanks!
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@jamally093 said:
Not the version in the PTB as many of pointed it's a little...nuts but all night i've been dealing with slugging and tunneling. I just want to enjoy my game and sadly I don't have friends that play. I just want to enjoy the game and not deal with what monstrosity this thing has become. Also no I can't play killer because MMR sadly doesn't exist for me.
I can understand your frustration here. Now, you mention not being interested in the version that was on the PTB. Is there something specific that you would find useful to help with tunneling and slugging?
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Changes from PTB
New Killer: The Krasue
NEW KILLER POWER:
- Intestinal Whip will now ignore obstructions for 0.6 seconds.
- Shortened the wind-up of Intestinal Whip to 0.2 seconds (was 0.35).
- Increased Intestinal Whip turn-rate to 220 (was 150).
- Decreased the initial number of Glowing Fungus to 4 (was 6) and maximum number to 8 (was 10).
- Decreased Corporeal Weave time to shift from Head Form to Body Form to 2.2 seconds (was 2.6).
- Increased vault time while in Head Form to 1.7 seconds (was 1.5)
- Increased the initial number of Headlong Flight charges to 12 (was 10).
- Added collision with Survivors during Headlong Flight.
- Added the ability to vault during Headlong Flight at the cost of ending the action.
- Added input buffering on Head Form abilities.
NEW KILLER ADD-ONS:
- First Libretto:
- Increased Headlong Flight's consumption rate to 30% (was 20).
- Wriggling Parasite:
- Increased the growth rate to Leeched II to 16% (was 10).
- Removed the cleansing rate increase.
- Crumpled Sheet Music:
- Increased the number of charges gained to 12 (was 10).
- Chicken Head:
- Now spawns 2 additional Glowing Fungus at the start of the match.
- Framed Newspaper
- Decreased the number of charges gained to 6 (was 10) and the recharge rate to 15% (was 25).
- Rotten Swine:
- Increased the breaking and damaging speed to 15% (was 10).
- Mysterious Elixir:
- Windows will also be blocked if you vault in Body Form.
NEW KILLER PERKS:
- Wandering Eye
- Increased range of aura-reveal to 20/20/20 meters (from 16/16/16).
New Survivor - Vee Boonyasak
NEW SURVIVOR PERKS:
- Road Life
- Lowered tokens needed for healing speed effect to 6/5/4 (from 8/7/6).
- Lowered tokens lost on missed skill checks to 1/1/1 (from 2/2/2).
FEATURES
Tunneling Reduction Update
- Postponed these changes until a later update to allow for further testing.
- Reverted the perk changes associated with this update. Notably:
- Babysitter
- Barbecue and Chili
- Borrowed Time
- Eruption
- Pop Goes the Weasel
- Scourge Hook: Pain Resonance
Slugging Reduction Update
- Postponed these changes until a later update to allow for further testing.
- Dev note: We've heard your feedback and will be making changes to this feature before it goes live. You can expect it to reappear with adjustments in a future PTB.
KILLER UPDATES
The Shape Rework
- Increased movement speed while activating Evil Incarnate to 3.45m/s (was 2.3m/s).
- Increased minimum movement speed while charging Slaughtering Strike to 3.22m/s (was 2.3m/s).
- Decreased base duration of Slaughtering Strike to 0.5 seconds (was 0.875 seconds).
- Decreased maximum bonus duration of Slaughtering Strike to 1 second (was 1.125 seconds).
- Increased the lunge duration, breaking speed, and stun recovery bonuses in Pursuer Mode to 20% (was 10%).
- Increased the vault speed bonus in Pursuer Mode and Evil Incarnate Mode to 20% (was 15%).
The Shape's Add-Ons
- Glass Fragment:
- Decreased the charge speed penalty to 10% (was 25%).
- Fragrant Tuft of Hair:
- Decreased rarity to Uncommon (was Visceral).
- Reflective Fragment:
- Increased rarity to Very Rare (was Uncommon).
- Scratched Mirror:
- Increased rarity to Visceral (was Very Rare).
The Dark Lord's Add-Ons
- Medusa's Hair:
- Increased the duration of the Hindered status effect to 4 seconds (was 2 seconds).
Bug Fixes
Miscellaneous
- Fixed an issue where voiceovers for Vee Boonyasak would not playing in some situation.
- Fixed an issue where Septic Touch could apply Exhausted outside the Terror Radius.
- Fixed an issue where Hex: The Third Seal triggered whenever losing any health state instead of just basic or special attack hits.
- Fixed an issue where The Animatronic's Fire Axe would appear on the ground during the "Remove Axe" interaction.
- Fixed an issue where the Hindered status effect stacked when repeatedly failing to hack one of Skull Merchant's drones.
- Fixed an issue where the Clairvoyance perk icon would light up briefly when the charge was used completely.
- Fixed an issue where chase and other sound effects would not trigger when hitting an idle Survivor.
- Fixed an issue where The Ghoul could be launched far away from a Survivor after performing a second Kagune Leap.
- Fixed an issue where The Twins' Victor's attack would not affect unhooked Survivors.
- Fixed an issue where Survivors would get a speed boost if they entered the Dying State while Conviction was active.
- Fixed an issue where The Artist's crows would spin when viewed from the Survivor's POV.
- Fixed an issue where the Cursed status effect would not appear when Survivors were Cursed by any Hex perk.
- Fixed an issue where The Shape could not move the camera during Slaughtering Strike when using a controller.
- Fixed an issue where the ONE-TWO-THREE-FOUR perk would stack with other Survivors using the same perk.
The Krasue
- Fixed an issue where the stunned sound effects would not play correctly for The Krasue while in Head Form.
- Fixed an issue where the wrong vault animation could play when The Krasue vaulted after switching to Head Mode.
- Fixed an issue where The Krasue's Killer power icon charges would briefly flicker when using her powers.
- Fixed an issue where a blood splatter would appear on-screen when The Krasue searched a locker.
- Fixed an issue where The Krasue's tentacle would clip through the Survivor's back during her Mori.
- Fixed an issue where The Krasue could be blinded by a flashlight despite looking up or down.
- Fixed an issue where the Survivor's hands remained closed when performing interactions after previously holding a Glowing Fungus.
- Fixed an issue where The Krasue's impact sound effects were missing when performing an Intestinal Whip on objects.
- Fixed an issue where the vault interaction was present and usable while The Krasue was using Headlong Flight.
- Fixed an issue where the Leeched tentacles remained visible while dying on the hook.
- Fixed an issue where The Krasue's Framed Newspaper add-on increased Headlong Flight recharge rate by 50%.
- Fixed an issue where only 1 Survivor aura was revealed per Glowing Fungus when using The Krasue's Shredded Gown add-on.
- Fixed an issue where The Krasue's Wriggling Parasite add-on had no effect.
- Fixed an issue where The Krasue could not move the camera during the Intestinal Whip attack when using a controller.
- Fixed an issue where the timing of The Krasue's Mori was off when starting the Mori while in Head Mode.
- Fixed an issue where The Krasue's intestines were missing during and after the Mori when started while in Head Mode.
- Fixed an issue where The Krasue could vault windows faster than normal in Head Mode.
- Fixed an issue where The Krasue's Intestinal Whip would not trigger properly when moving forward.
- Fixed an issue where Survivors could push The Krasue when eating a Glowing Mushroom.
- Fixed an issue in the Decimated Borgo Realm where The Krasue's camera would clip through trees.
- Fixed an issue where The Krasue's Split Sidestep score event was rewarded without meeting the conditions.
- Fixed an issue where The Krasue could not vault over a pallet when a Survivor was using Any Means Necessary.
- Fixed an issue where The Krasue could vault at locations being used by Survivors.
Known Issues
- The in-game trailer for Sinister Grace is louder than anticipated and the audio will be reduced in a future update.
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Congratulations! That's a huge accomplishment and definitely something to be proud of 🎉
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Potentially even… TWO Adam Sandler CDs?
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@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994262#Comment_3994262
That's not good. It's not impactful. It should be total
As I've seen some other feedback to this tune, I wanted to confirm that it's been shared with the team so it's on their radar.
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@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994510#Comment_3994510
Well then I suppose that's fine, but it looks quite odd, then, because you can see in the video that as the animation of her head returning to Body Form finishes that the face flashes pale once the head reattaches as if it was supposed to be discolored.
Mhmm! There appears to be a little quirk with that, which I've made sure to still highlight to the team.
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Coming back to this, I was able to confirm with our team that this is the intended texture for this specific head customization item.
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@Kitsunenokage66 said:
Maybe I'm just reading this wrong, but can we get some clarification?
20%bonus to the next damage generator action ("kicking" the generator)
Does this mean we get 20% damage to the generator, or does 'generator action' mean the speed at which I kick the gen?
This refers to the damage that's done to a generator when kicking it. This is a bonus of 20% based on the gen's current progress.
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Thanks for reporting this! If anyone sees this and is able to share Player Logs or footage of this occurring, I'll be sure to share those with the team.
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Thanks for flagging this! I've passed this bug along to the team.
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Thanks for taking the time to flag this! We've flagged the issue related to David and The Wraith to the team, and as mentioned earlier in this thread, entering the Bloodweb with a given character will automatically set them to Level 50 and Prestige 3, unlocking their perks to Tier 3, as well as any items that would regularly be obtained during this process.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994120#Comment_3994120
Is the "reward" regression for playing nice based off of total progress or current progress?
It's based on current progress.
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@tyantlmumagjiaonuha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994120#Comment_3994120
Why couldn't they have anticipated scenarios in which survivors would abuse the mechanics, even without having users try them out on the PTB?
Also, I was shocked that the aura visibility bonus of the hook spread didn't take into account the M1 killer at all. Even if you can see a survivor 40m away, they'll either distance themselves or be hidden before you can reach them. Didn't they think of something like that?
The team does work hard to anticipate ways that changes could potentially be exploited, but there will always be cases where players surprise us (that's part of the joy of the PTB). On the inverse, there are also cases where on paper, something may look concerningly like an exploit but in practice, ends up not being as effective or impactful as anticipated. Cases like this are why we try to encourage folks to take the things that concern them and really test em out on the PTB.
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@Aven_Fallen said:
Does Ghost Notes stack with Vigil? And if it does, can it not do that? I feel it should not stack.
I can confirm that the effects of Ghost Notes and Vigil will stack on yourself. This is definitely one of those interactions that I would encourage you to try out on the PTB to see how it plays out.
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Building on what was mentioned during the Discord preview, I want to remind folks that values can be (and often are) adjusted. Feedback and player experiences are crucial to finding that sweet spot, so definitely give the PTB a try. If things feel overtuned or undertuned, let us know and we'll be sure to pass that feedback along to the team.
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This is precisely the kind of situation we really want to see players exploring, poking at, and testing on the PTB. There's a ton of nuance when it comes to tunneling and slugging, especially when you factor into each Killer's unique quirks like you mentioned with Trapper and Sadako.
I really want to stress the "Test" part of Public Test Build here. We want to hear what feels good for you based on your in-game experiences, and we want to hear about what's feeling off. Just because a feature hits the PTB in a given state, doesn't mean changes (i.e. value adjustments) can't be made before it hits Live - that's the big ol' intent behind the PTB.
While there's a lot to digest on paper, I'm really excited to hear what folks think in practice. Speaking personally as someone who loves playing Killer, I hear the concerns we've been seeing from Killer players, but also want to ask folks to give this a chance, as you may be surprised by how natural it feels (but again, we're here to collect and share your feedback!).
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Bug Fixes
Audio
- Fixed an issue where the Pharmacy perk would remove chest SFX.
- Fixed an issue where The Dark Lord's Wolf Form would be silent.
- Fixed an issue where The Twins' chase music was missing for survivors when chased by Victor.
- Fixed an issue where The Twins' chase music would not stop when switching from Victor to Charlotte in a chase.
- Fixed an issue where The Good Guy's Trial win voiceover would trigger every time a Survivor died.
- Fixed an issue where the "Geralt of Rivia" outfit voiceover at the start of a Trial would not trigger when playing against The Animatronic.
- Fixed an issue where Rick and Michonne Grimes' voiceover at the start of a Trial would not trigger when playing against The Animatronic.
- Fixed an issue where The Houndmaster's stunned voiceover would not play.
Bots Improvements
- Fixed an issue where bots were unable to move when a player disconnected in specific locations.
- Fixed multiple issues where bots would vault at undesired times.
- Survivor bots will now crawl toward pallets instead of toward other Survivors.
Characters
- Fixed an issue where certain VFX wouldn't play when switching between cosmetics.
- Fixed an issue where The Trapper's "Iridescent Stone" add-on would not arm the last trap.
- Fixed an issue where generators would not be highlighted white for The Knight when ordering a guard to break them.
- Fixed an issue where certain Killer power icons would not become transparent during cooldown.
- Fixed an issue where dying Survivors would be missing animations and movement from other players' perspectives after being discovered by The Knight's Carnifex.
- Fixed an issue where status effects belonging to The Twins' Charlotte would be displayed while controlling Victor.
- Fixed an issue where The Knight's Guard would not de-spawn when a Survivor picked up the Standard.
- Fixed an issue where certain Nightfall VFX would not display from the Spectator POV when watching The Dredge.
- Fixed an issue where The Nemesis' Tentacle Strike could hit Survivors crouching behind windows.
- Fixed an issue where The Knight's Guards would struggle to navigate between tables and chairs in the Freddy Fazbear's Pizza map.
- Fixed an issue where The Hillbilly could completely turn around when breaking a door while using the LoPro Chains add-on.
- Fixed an issue where The Animatronic would slide toward the hook from another Survivor's perspective when hooking a Survivor.
- Fixed an issue where The Knight's Jailer would have a delay before beginning to chase a Survivor.
- Fixed an issue where The Animatronic's Fire Axe would disappear from a Survivor upon entering and leaving a locker.
- Fixed an issue where Security Doors would not be highlighted in yellow if The Animatronic entered one while a Survivor was teleporting.
- Fixed an issue where The Lich would display unselected spells after quickly choosing several.
- Fixed an issue where smoke color would display incorrectly in the Spectator's HUD when watching The Clown.
- Fixed an issue where The Lich's Dispelling Sphere could become stuck on his model.
- Fixed an issue where The Knight's Guards would take a longer-than-intended path when a Survivor vaulted.
- Fixed an issue where Broken Keys obtained from The Lich's Treasure Chests would not work.
- Fixed an issue where The Executioner's Punishment of the Damned trail VFX would appear off-centered.
- Fixed an issue where Survivors afflicted with The Animatronic's Fire Axe could not unhook other Survivors.
Environment/Maps
- Fixed an issue in the Badham Preschool map where players could not drop through a hole.
- Fixed an issue in The Underground Complex map where invisible collisions blocked the navigation of players.
Perks
- Fixed an issue where Knock Out would remain inactive after dropping a Fragile Pallet.
- Fixed an issue where the first wiggle skill check after being grabbed off a generator by a Killer with Unnerving Presence would be smaller than intended.
- Fixed an issue where Finesse would not go on cooldown if a vaulted pallet was destroyed by a Killer's power.
- Fixed an issue where Survivor auras were not revealed to the Killer when Blood Warden was equipped.
- Fixed an issue where leaving a locker with Head On could be blocked by another Survivor.
- Fixed an issue where players could get stuck when using Plot Twist at the same time they were grabbed by The Animatronic.
Platforms
- Fixed an issue where input settings were incorrectly applied to newly created accounts.
UI
- Fixed an issue where the "Lisa Garland" outfit was missing an earring in her in-game portrait.
- Fixed an issue where the fire wings would not show up on The Wraith's "Phantom of Vengeance" outfit in the Store icons.
- Fixed an issue where quest tooltips would still show their prerequisite quest needs despite being already unlocked.
- Fixed an issue where declining a party join request would not send a confirmation popup to the requesting player.
- Fixed an issue where the virtual keyboard would not load when adding a friend on Xbox touch interfaces.
- Fixed an issue where the matchmaking popup would display the wrong text.
- Improved animated smoke shader on tooltips.
Miscellaneous
- Fixed an issue where the game could softlock on the Tally Screen.
- Fixed an issue where spamming the ready button could result in a connection error message.
- Fixed an issue where the Fragile Pallet animation would not transition from the downed to upright position.
- Fixed an issue where certain Survivors would not play voiceover related to crows when surrounded by AFK crows.
- Fixed an issue where Fog Vial VFX would display incorrectly when falling after use.
- Fixed an issue where some users could not unlock the Lost All Hope achievement.
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Confirming, the PTB will go live tomorrow (Wednesday, September 3) at 11am ET. As mentioned above, the Discord preview of the PTB will begin slightly earlier at 10am ET.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993451#Comment_3993451
Oh okay no worries, nah you got it thats what i was basically asking my bad if i made it hard to understand haha!
Cheers for the update much appreciated for clarifying!
See you in the fog
No problem whatsoever and believe me, you didn't make it hard to understand. Glad I could clear that up for you!