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ThatRyanB

ThatRyanB

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ThatRyanB
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  • Congratulations! That's a huge accomplishment and definitely something to be proud of 🎉

  • @Alice_pbg said:

    is that an adam sandler CD?

    oh hey a new hope… nice!

    Potentially even… TWO Adam Sandler CDs?

  • 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.

  • @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.

  • Coming back to this, I was able to confirm with our team that this is the intended texture for this specific head customization item.

  • @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.

  • 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.

  • Thanks for flagging this! I've passed this bug along to the team.

  • 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.

  • @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.

  • @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.

  • @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.

  • 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.

  • 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!).

  • 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.
  • 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.

  • @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!

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993440#Comment_3993440

    Hey Ryan if its possible can you clarify that some stuff has changed when you mentioned the preview will be in the discord before actual PTB drops?

    Or the valued remain the same

    Apologies if I'm misunderstanding your question. If you're asking about whether changes have been made to what's laid out in this Developer Update, there have not. We want to ensure that players have time to dig into these changes and test them before evaluating potential adjustments.

  • @SadakoSlay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993440#Comment_3993440

    Thank you for the heads-up! Are the patch notes also delayed till tomorrow?

    Happy to help! Patch notes will also release tomorrow.

  • Hey folks! Popping in here with a quick update on the PTB Live Balance preview for Discord, as well as the PTB itself. The Discord preview will take place tomorrow, Wednesday, September 3, at 10 AM ET, and then the PTB will go live right after at 11 AM ET.

    There's obviously a lot to dig into with this PTB, so we're looking forward to seeing you there, and will be at the ready to gather your feedback from the PTB!

  • @Jacknalls_Paw said:

    "If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked."

    I may sound stupid but I don't get it, what does this mean?

    Oh gosh, you absolutely don't. It's a good question. What we mean by this is that when a Survivor is hooked multiple times in a row, which directly results in them dying, this effect would come into play.

  • @Emeal said:

    Does the "No collision with other players (both Killer and Survivor)." mean they cant be hit or is this to prevent bodyblocking?

    As you guessed, this is largely to prevent bodyblocking. The affected Survivor will still be susceptible to attacks and Killer powers (albeit with Endurance, as noted).

  • @ReverseVelocity said:

    Quick question for the anti-slug, does it unlock the ability to self pickup forever once you've been down for 90s? Or is it a one time thing?

    Good question! If you've been left in the Dying State for 90 seconds and self pick-up, the 90 second timer doesn't reset. That means that if you're left in the Dying State again, you'll be able to self pick-up again if you fully recover.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989512#Comment_3989512

    Tbf, in the strictest sense he already was, with a longer-than-usual lunge. They just gigabuffed that part of his kit.

    I imagine it's not good for actual mobility.

    Yeah, in practice, it feels more like an extended lunge than a dash. I'm excited for folks to get their hands on it! And hey, if that's not to your taste, you can opt for the existing Myers T3 experience with the Fragrant Tuft of Hair add-on.

  • @lettuchia said:

    Stop disabling anti tunnel/anti camp features in endgame, jesus christ

    Would love to hear folks' feedback on once they get a chance to test these features in the PTB!

  • @Coffeecrashing said:

    Does this mean Last Stand has a normal vault animation, and works exactly like normal vaults, except for the stun effect?

    To confirm, Last Stand functions as a normal fast vault (with the stun effect you mentioned, after meeting its requirements), albeit with a different animation from a normal vault. The vault speed of this is no different from a normal fast vault, though.

  • Thanks for flagging this. The team is aware of this and looking into it.

    To confirm in the meantime, this challenge can still be completed by equipping a Very Rare item and Visceral add-on and then escaping the Trial.

  • Confirming, Last Stand has been re-enabled in-game!

  • Hmm! This appears to potentially be a bug. Let me flag this to the team so they can look into it.

  • Confirming, it was a brief issue impacting matchmaking, but has since been resolved. If you're still encountering issues and happen to be in the same queue from when this issue was occurring, re-queuing help fix this for you.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985901#Comment_3985901

    Oh there’s an ETA timer for queues now? That’s cool. Where do we see that?

    There is! When you start looking for a Killer match in 2V8, you'll see your estimated queue time in the bottom right corner of the screen.

  • @nnieves said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985781#Comment_3985781

    I’m still getting an error that I’m disconnected from the host when I try playing as killer

    To confirm, is this the "Host Unreachable" error? If so, this specific issue is still under investigation with the team, now that the general issues with matchmaking, caused by the outage, have been resolved.

  • I can make sure this is looking into for you! For those of you who have encountered this bug again in this version of 2v8, if you have your player logs from when this occurred, I'd love to make sure these are escalated to the team.

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985919#Comment_3985919

    That's explains why it keeps giving me an error Everytime I hit ready

    This is one scenario where I wish the explanation weren't so simple! We're hoping to have an update to share soon on the outage, though. Sit tight (and thanks for being so patient!)

  • @MechWarrior3 said:

    I am just in the lobby eating a snack while I wait for the outage to be restored xD

    Importantly, what kind of snack? 👀

  • Thanks! I'll make sure this is passed along to the team. Just so you're aware, we are currently encountering a game outage, but this is actively being investigated by the team.

  • Hey folks! Stepping in here to confirm that we're aware of a game outage on all platforms. The team's actively investigating it. We’ll provide updates as we have them.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985766#Comment_3985766

    Ok, but is 22 minutes not a bit much for NOT having this option?

    I'm in killer queue right now (and it says est. queue time is 22 minutes) and the option to "Play while you wait" was nowhere to be found ._.

    Or asked differently: What is the threshold for it to not activate? Cannot be 20 minutes and above, no?

    Yeah, the feature should definitely be kicking in with a queue time of that length - are you still encountering this, or has it since improved. In general, though, we're aware of some issues impacting the feature and are sending player reports to the team to help them investigate this as a priority.

  • @Ashen81 said:

    17 min queue, loaded via steam, trying to play as a EU player with a US friend. Tried it both ways (US party leader, EU party leader), no invite popup.

    Also the queue timer is not progressing. Still stuck at 17 minutes after at least 5 min in queue

    player log attached

    https://us.v-cdn.net/6030815/uploads/7FPUDD1RDTEN/deadbydaylight.log


    Edit: these were my first attempts to play 2v8 after it went live. US team mate played survivor before, but not killer. Therefore the invite never triggered.
    We did end up in a killer lobby with the timer still shwoing 17 min remaining

    Thanks for flagging this - I've passed it along to the team!

    As a quick heads-up, I just confirmed with the team that the estimated queue time does not count down, so if it starts at "17 minutes" it would continue to display this throughout the queue.

  • If any of you have access to your Player Log while encountering this issue, please don't hesitate to share that here and I can make sure it's sent to the team to help with their investigations.

  • If you or anyone else seeing this thread has player logs from when they encounter this issue (or the Play While You Wait option not showing up with an estimated queue time of over 5 minutes), please don't hesitate to share them here and I can make sure they're sent to the team to investigate.

  • Thanks for flagging this! The team is aware of this and are looking into it as a priority.

  • Thanks for the reports, folks! We're currently looking into this as a priority. Will jump back in here with any updates.

  • @DragonMasterDarren said:

    https://us.v-cdn.net/6030815/uploads/3GPRV5ZVFH14/image.png

    I have pressed literally every button possible, there is no option for me to load into a Survivor game while I wait for Killer
    Am I blind? Is the system broken? What is going on?

    Thanks for flagging this! The feature is currently active, but will not pop up if your estimated queue time is below a certain threshold. So in your case, the estimated queue time of ~2 minutes is what's causing the feature to not pop up for you. This threshold is something that we're looking into, though.

  • @OnryosTapeRentals said:

    Glad to see a roadmap, although unfortunately as a community we’ve been burned so many times in recent history that I’m going to have to wait and see actual results before I take get my hopes up.

    The transparency is very much appreciated though.

    Totally hear you on that! Actions are important here and we're committed to putting in the hard work to support this community, both across this roadmap and beyond. Thanks for the understanding words!

  • I totally hear the frustration here and know I personally can't change how these nerfs feel for you, but I do want to make sure the feedback I'm bringing back to the team is as specific as possible and as representative of your experiences in the game as possible. With that, it makes it easier to advocate for changes.

    If you don't mind me pulling this back a step to dig into the details, I'd like to ask two specific questions:

    1. Of the two recent nerfs to Fog Vials (reduced opacity; max 2 charges), do you feel that one of these in particular pushed the item from feeling viable to feeling like it's not worth using? If so, which was it?
    2. If you could make one specific change to Fog Vials that'd push them towards being an item you'd enjoy using, what would it be?

    I hear the more general feedback (and rest assured, it's being collected and shared with the team), but if there are specific facets of the recent nerfs that felt most impactful, I want to make sure I'm giving them my particular attention. That, and things that could make Fog Vials feel better for you (like the great suggestions of increasing the total charges a little more).

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983066#Comment_3983066

    I think the fog vial's opacity needs to be equalized for every maps first. In some maps its opacity isn't too bad but in some maps it's like non-existant.

    Totally hear you on that! This is something that the team's aware of and are looking into.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983058#Comment_3983058

    Hey i know its a long shot but would you be okay with sending this suggestion further to the team?

    So helldivers has a similar event always going around that can be viewed and monitored in real time and it makes it feel wholesome for community to track data in real time in game for the rewards, i think BP reward needs to be way larger than it is to motivate players to conjoin as one to complete it as an event.

    And make it a monthly event hunt

    That's an extremely good suggestion and one I can comfortably say has already been shared with the team :) I'd be more than happy to re-share it, though! As for the size of BP rewards, I'm happy to share that feedback as well. We're always looking at how we can make challenges like this feel rewarding, and that doesn't necessarily have to mean BP.

  • We'll have more to share on this soon!

    @halcyondays93 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983054#Comment_3983054

    Please know I'm not upset with you personally, as I recall other comments from you on this forum and you always seem wonderful. However, I do have to question the logic and fairness of waiting to further adjust the Clown until the next PTB, while Fog Vials weren't given the same grace period. Without even getting into the uselessness of the nerfed Vials, I feel that either both the Vials and Clown should have been swiftly addressed within similar time periods, or developers should have waited to further test changes to both on an upcoming PTB. Right now, it just seems like there are different rules.

    Oh gosh, none taken - no worries! Truly, this is good feedback and something I'm making sure is brought back to the team. I know that doesn't change how this situation specifically feels, but just know that it is being shared.

  • @Birken13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983054#Comment_3983054

    I think it would be helpful if you used the DBD Twitter account for updates like this. While you post them on the forums, it would be great to also announce them on your larger platforms. Most players don’t regularly check the forums, so sharing on Twitter could reach a much bigger audience.

    Fully agreed! We have plans to share this more widely, but while we're in the post-hotfix whirlwind of replying, wanted to make sure we started getting this in front of folks who were directly asking or talking about this :)

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