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ThatRyanB

ThatRyanB

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ThatRyanB
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  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978824#Comment_3978824

    hey Ryan, i can confirm that the update has gone out to xbox players. i received mine when opening up my game.

    Incredible! Thank you so much for confirming 😀

  • @PaulieEsther said:

    I think it's out now from what chat says!

    Thanks for the update, Paulie!

    @NotAnotherDoctor said:

    My friends on pc have been updated and are ready to go but I can't play because the update hasn't come to Xbox yet

    Anyone else?

    If you have a moment, would you be able to check and see if the update has reached you now?

  • I can confirm that the team is actively looking into this! I'll come back to this thread once I have more to share

  • Hmm, let me check in on this for you! I appreciate you flagging this!

  • @Zboard said:

    Update: they answer, but i believe they are really busy right now with all the bugs

    https://us.v-cdn.net/6030815/uploads/MS9WPUZF6E9B/imagen.png

    Even if sometimes takes time, they DO deliver

    Thanks for coming back to confirm that! You're right on the money - the team has received an increased volume of tickets, so there have been some delays in responses. They are working through responses, though!

  • @4thdslip said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977997#Comment_3977997

    No, it's a bug in which the hitbox is being moved forward much more quickly in comparison to the vaulting animation, which affects both Last Stand and Finesse due to their changes in hitbox and animation. This is partially why Last Stand is being abused so much. Here's a JCGlitchmaster video in which he shows the testing he did with Finesse and the average numbers of how soon you can hit the person vaulting.

    https://youtu.be/j87pLFGeCgU

    I believe you might be able to reach out to JCG on the forums here, I think his account is either JCG or Jay_C?

    Thanks for sharing this! Let me take a look into this 😀

  • @cogsturning said:

    Sad I'm losing the war for fog vials. The opacity is already pretty meh. Everything else here is cool.

    I take back what I sad about this company not being good at diplomatic wording. There is at least one person who is.

    Game balance - especially when it comes to a new mechanic like this - is often a living and evolving process. We'll be keeping a close eye on how things hash out for the Fog Vial over these next two hotfixes, and will be here to collect feedback and bring it back to the team.

    Once you've had a chance to go hands-on with the updated opacity (and the change to uses coming in hotfix 2), I'd love to know how you're feeling!

  • @4thdslip said:

    Will you be killswitching Finesse as well due to the hitbox glitch that also affects Last Stand, or will this issue be fixed when it is fixed for Last Stand?

    If you don't mind, would you be able to elaborate on which bug this is? That way, I can make sure the bug is on the team's radar. Is this related to breaking the pallet that's being vaulted?

  • @Coffee2Go said:

    Much obliged.

    Looking forward to see the unexpected fog vial changes as i assumed that the team would not touch them since personally i found them to be okay for a start release, honestly i expected a tiny buff on them 😆.

    Either way good stuff that you guys are improving the kill switch, does that mean that there will be in-game report button to report a certain perk? OR is it more related to forum reports as usual?.

    https://forums.bhvr.com/dead-by-daylight/discussion/453143/bug-fix-status-update

    That's a good suggestion, and something I'm happy to share with the team. We'll have more to share about updates to the Kill Switch process a little down the road.

    As it stands right now, reporting bugs or exploits you encounter in the Bug Reporting section of the Forums is the most direct way to get concerns in front of us. This way, we can easily link evidence which helps jump-start the process of understanding what's wrong and investigating fixes.

  • @Interocitor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974446#Comment_3974446

    it's also painfully bright white on certain maps like Disturbed Ward

    I don't know why it's different levels of brightness on different maps but it's headache inducing and I already have to use lightborn every game when I play killer bc the horrible blind animation with strobing effect is a migraine trigger

    I can confirm that this has been passed on to the team to look into as well!

  • I appreciate the different perspectives in here! If you don't mind me interjecting to ask two questions (since I'd love to share this feedback with the team):

    • What is one change that would increase your enjoyment of the Map item rework?
    • What about for the Key item rework?
  • To add a little clarity to this, the fix we're aiming to include in the second bugfix patch is focused on adjusting the levels / volume of some of her sound effects - particularly in cases where they're louder than intended.

  • @PigWithTvs said:

    im getting a headache playing against the damn things

    not to mention there is also a bug where 3 of them can make your sound perma muffled for the rest of the trial

    seriously felt deaf playing yesterday

    I appreciate you flagging this! The team is looking into the volume of the fog created by the Fog Vials for an upcoming hotfix.

  • Me: Trawling the forums to make sure I'm reporting serious and important feedback back to the team
    Also me: "📝Beam good. Got it!"

  • I'll have you know, he's a BEAM

  • Hey folks. I wanted to pop in here to confirm that a tentative fix for the bug preventing Killers from initiating chases was deployed yesterday. With this fix, the chase mechanic (i.e. triggering bloodlust and entity blockers) is working again.

    There is a separate issue, however, in which music does not play when in a chase. This is still a known issue and is being investigated, but it's important to note that this is just an audio issue.

    The team are continuing to monitoring bug reports to make sure all cases are addressed, so please don't hesitate to let us know if you're still encountering any mechanical issues with chases (minus the lack of music, of course).

  • @CocaGelada said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973515#Comment_3973515

    This is valid right now? Also, would you kindly suggest to the team to do a separate queue for maps with achievements in a weekly rotation? Or to increase to a much higher chance to go into maps with achievements in a weekly rotation?

    Thanks

    Can confirm, the increased map weighting for Fallen Refuge is currently active. And that's great feedback! I can absolutely bring that back to the team. Thank you!

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973515#Comment_3973515

    Didn‘t you want to do a separate que for every new map? What happened to that?

    Honestly, valid question! Separate queues are one of the tools we have to support new content when it first releases in the game. While there will likely be edge cases (like with Fallen Refuge) where we don't use this, it is something we intend to use more often as we look to the future!

    All that to say, I'm making sure that it's communicated to the team as feedback that there was interest in having had a separate queue for Fallen Refuge.

  • While we don't plan to have a separate queue for Fallen Refuge, I can confirm that the team has adjusted the map weighting to give this map a greater chance of showing up for players for the next week.

  • Speaking more broadly to the "just remove the system" comments, I can understand where feelings like this come from. It doesn't feel great to be in a situation where you receive a warning, especially if you haven't done anything to warrant this.

    For that reason, if this is happening for some players, I want to help get to the bottom of it so we can understand a) what's happening and b) why it's happening. That way, the team can make informed decisions on how to how to handle this. But in order to do that, we need evidence.

    My job here is to advocate for the wants and needs of the community, so if I'm asking questions about what you encountered, it's often because I want to share those experiences with the team to back up the things you're passionate about. It's rarely as simple as saying "players don't like this", but with detailed feedback, positive changes can often be explored.

  • @foxofthestars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972603#Comment_3972603

    I will try to sum it up as best as I can.

    The killer was the blight. I got hit then ran to shack and then downed when I vaulted shack window. I got my first hook. Teammate unhooks me , blight continues after me. I get downed and receive my second hook. Same teammate unhooks me again and blight continues after me again. Then I died and received the suspicious activity message.

    There was no other survivors hooked at the start. I wasn't left on the ground just immediately picked up and hooked after I was downed.

    I played around 17 matches yesterday and received that message once. I did get tunneled one other match but I didn't receive that message after that match. It seems as though you only get that message if you are hard tunneled out fast.

    The second time I got tunneled I was left on the ground as if the killer was waiting out DS. ( Even though I don't use DS) I then received my third hook but didn't get the suspicious activity message.

    IMO This system needs to be removed because it's broken. No one should be punished for being tunneled out quickly.

    HTH 🙂 Best of luck to everyone in the fog.

    As always GLNM 🙂🖤

    I really appreciate you taking the time to describe how the match played out! This is the kind of important intel I can bring back to the team to help illustrate what may be occurring for some players, so thank you!

    It's entirely alright if you don't have it, but if you happen to have your Player Log from that game (the one where you were tunneled out without anyone else being hooked), I'd be more than happy to pass it along to the team as support evidence.

  • I've already acknowledged this on more Killer-focused threads, so I wanted to pop in here to say that I appreciate you sharing your perspective on Fog Vials from a Survivor POV. We've been collecting feedback since the update's release, so I wanted to make it clear that we're also taking Survivor feedback into account here.

    For that reason, please don't hesitate to share your Survivor perspectives here, as I'll be keeping my eyes open for feedback!

  • To confirm, are you playing on Steam when encountering this? This is something that we're currently looking into. It seems that you can sometimes get through if you attempt to join a lobby again, but know this is on our radar!

  • Hey folks. While I understand there are strong feelings tied to some of the changes in yesterday's update (and that's okay!), please let's refrain from letting disagreements get personal. The perception of things like Fog Vials will understandably be quite different between Survivor and Killer (heck, even within those roles), so it's expected that not everyone will be in agreement. Regardless, the constructive feedback from both sides IS super helpful!

    So rest assured, we're working hard to collect this feedback and bring it back to the team.

  • @foxofthestars said:

    As title states. Why am I being penalized for suspicious activity when I am being tunnelled out? I get unhooked and the killer waits out BT resulting in me being hooked again. Repeat cycle and I get punished 😡 😭

    Can we please fix this!?.

    @foxofthestars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972473#Comment_3972473

    I got tunneled out and killed. Basically my teammate sandbagged me twice. Both times the killer waited out the BT. Then i got my third hook. I played an offering for the hatch to spawn at the shack not a luck offering.

    I can make make sure that this is passed along to the team. Would it be possible to get a little more information about the matches in which you received "go next" warnings so we can better look into this?

    Specifically, could you describe how the match went, approximately how long into the match were you tunneled, and whether any hook states were spread to other players during the period you were tunneled? Were you hooked first and then tunneled out before anyone else received hook states? With information like this, we can better understand what might be happening here.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972481#Comment_3972481

    Its a good start, but you guys really need like a little video corner in the tutorial section. To watch some guides.

    I hope you guys have more steps planned.

    This is a great idea and something that's been discussed. We're always open to looking at further improvements, after all!

  • Glad y'all like it! It never hurts to give newer players some more signposting to help guide them through their early games 😀

  • There appears to be a bug present when renaming Customization presets. I've passed this on to the team to look into.

  • @UnicornMedal said:

    I was hoping the Baermar glitch would be fixed. 😭 Oh well. It took a million years for Ash's puppet to get fixed so I can wait.

    To confirm, is this in relation to their Twisted Masquerade outfit having the wrong name and voice lines? If so, I can confirm that a fix for this is on the team's radar.

  • This is absolutely a high priority on our end!

  • I can confirm that the team is aware of and actively investigating this issue. We're keep the community updated as soon as we have more information on this.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972286#Comment_3972286

    It's literally all the killers that feel miserable now.

    Giving survivors an large AoE that blocks survivor audio, and scratchmarks, and auras, is enough to be an entire item by itself, even if it didn't have a fog effect at all.

    If a killer gets flashlight blinded while they are breaking a pallet, then the killer has zero clue where the survivor went, because they can't hear the survivor, and the survivor doesn't leave scratchmarks.

    Why is it so important that killer stuff has counterplay for survivors…. but the fog vials are allowed to block visual, AND audio, AND auras, AND scratchmarks?

    1. if the iri addon is going to raise opacity as much as it does, it should reduce the range to 4 meters, so that it's 6 meters with the +range addon, which is the same range as the fog crystals were.
    2. Fog vials just shouldn't reduce audio at all. It feels absolutely awful that so many people showed concern about the audio removal, and BHVR removed the muffled sound effect, and decided that fixed the complaints about the audio removal.

    I appreciate you laying all of this out so clearly and detailing specifically where your frustration with this is coming from. That sort of information is SUPER helpful on my side since it helps me better target feedback, so thank you! I can confirm that feedback about Survivors being silent within fog has been passed along to the team.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972286#Comment_3972286

    Spirit's power is that she operates on an "alternate plane" while phasing, right? So why can't we just make that "alternate plane" immune to the effects of Fog Vials?

    I've made a specific point of passing along your concerns about how The Spirit's power interacts with Fog Vials 👍️

  • @Bad_Medicine said:

    • When all remaining Survivors are hooked simultaneously, they will all skip to the sacrifice sequence.

    Even on first Hook? Even with a Luck Offering or Slippery Meat or Up the Ante or Wicked or Deliverance? Was this the solution to people having to hang on Hook with no hope of rescue but unable to do anything because 3+ Survivors were still alive in the Trial and they didn't have a specific Perk or Offering? You just die?

    Yes, this can occur while Survivors are on first hook if everyone ends up being hooked simultaneously. Players are able to use any available methods to unhook themselves (i.e. luck offerings and certain perks) before the final Survivor is hooked, though.

  • Hey folks. I really appreciate all of your feedback on the Fog Vial in here. We're actively collecting this feedback in order to bring it back to the team, so please know, it's being read.

    As you get chances to encounter this item in the wild, please don't hesitate to share your in-game experiences here. Specifics about what feels good and what doesn't (like the note about The Spirit above!) are super helpful.

  • Bug Fixes

    • Fixed an issue where Survivors using Last Stand could stun the Killer while vaulting away from them. This should only work if you vault into the Killer or fall on them.
    • Fixed an issue where the "Rename Preset" button prompt would remain on-screen after selecting a preset.
    • Fixed an issue where some shortcut buttons were not functioning as intended.
    • Fixed an issue where the Killer's power was not displayed when spectating in Custom Game.
    • Fixed an issue where the name of the first spectated player was missing.
    • Fixed an issue where the spectated Survivor was holding the wrong item.
    • Fixed an issue where the spectate hotkey was not dimmed until another player was spectated.
    • Fixed an issue where UI scale was not applied to the spectator HUD.
    • Fixed an issue where the preset dropdown could be accessed even when only a single preset was available.
    • Fixed an issue where new characters were not sorted properly.
    • Fixed an issue where selecting certain shortcut keys for Spectator Mode would not work.
    • Fixed an issue where the mouse cursor would disappear or revert to the console cursor when using keyboard and mouse on certain platforms.
    • Improved optimization in the Fallen Refuge map.
    • Fixed multiple loading distance issues on the Fallen Refuge map.
    • Fixed an issue in the Fallen Refuge map where a wall would display incorrectly.
    • Fixed an issue in the Fallen Refuge map where a hole was present in a door frame.
    • Fixed an issue in the Fallen Refuge map where The Singularity could place biopods inside the vents of the hospital/prison tile.
    • Fixed an issue in the Fallen Refuge map where Security Doors could clip through a wall.
    • Fixed an issue in the Lobby where a fence produced a bright reflection.
    • Fixed an issue that caused certain hanging zombie animations to appear incorrectly.
    • Fixed an issue where certain Killers were able to see their aura after changing their camera perspective in the Fog Vial's fog with the Potent Extract add-on equipped.
    • Fixed an issue where Survivors were able to scan The Animatronic while the Security Door was inside the Fog Vial's fog.
    • Fixed an issue where the cooldown of the Fog Vial was reset after the Built to Last perk had been used.
    • Fixed an issue where The Killer was able to reveal Survivors' auras while within a fog cloud.
    • Fixed an issue where Vigil reduced the duration of the Broken status effect from the Conviction perk.
    • Fixed an issue where players could not invert their Y-axis from the Options menu.
    • Fixed an issue where starting and stopping opening a chest quickly completed the challenge "Open 2 chest(s)".
    • Fixed an issue where players were unable to gain progress for the challenge "Damage 3 Generator(s)" when using the Driver's License add-on.
    • Fixed an issue where no progress was made with skill checks for the "Succeed at repair skill checks" quest.
    • Fixed an issue where The Executioner's Obsidian Goblet add-on would not break a pallet if a Survivor was hit while vaulting it.
    • Fixed an issue where loud noise notifications were missing for the Killer's POV when Last Stand was triggered on dropped pallets.
    • Fixed an issue where The Singularity was unable to lose Overclock and obtain Hindered after being stunned by Last Stand.
    • Fixed an issue where Hardened would not show the Killer's aura when Thwack! made a Survivor scream.
    • Fixed an issue where The Legion could vault over upright pallets
    • Fixed an issue where the 8-meter range was not applied when the Battered Tape add-on was equipped on each Map item's rarity.
    • Fixed an issue where charge-based items found in chests received more charges than intended when equipped with the Streetwise perk.
    • Fixed an issue where Rick and Michonne's voiceover discussion was sometimes missing.
    • Fixed an issue where fog cloud SFX would play each time the camera's POV was swapped.
    • Fixed an issue where Michonne's special vault animation was missing audio when performing a fast vault.
  • Thanks for bringing this to our attention! The team's currently looking into why this might have occurred.

  • Congratulations on the huge milestone!!

  • @Dast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971835#Comment_3971835

    Thank you, I did do this. But…

    Update - I did one killer quest and it updated my quest tracker so the banner is showing up now. All fixed on my end. Is there a way to cancel a ticket to clear the queue?

    Good question (and thanks for checking)! If you simply reply to the automated email in your inbox that came from creating the ticket with a quick message that the issue has been resolved, that'll allow them to easily close the ticket.

  • @Dast said:

    https://us.v-cdn.net/6030815/uploads/ZZZ522C2YTGQ/screenshot-2025-07-28-112837.png

    https://us.v-cdn.net/6030815/uploads/7AGYUG49Q6U3/image.png

    https://us.v-cdn.net/6030815/uploads/O3P1N40E99IA/screenshot-2025-07-28-113833.png

    Shows completed with a green check mark.

    Does not appear in my inventory. Completed a match, which completed 2 dailies, did not update.

    Tracking for 47/36 is checked green and stuck on my pinned quests.

    Thanks for following up on this! In this case, I'd recommend reaching out to Support, as this is something that they're equipped to help out with.

  • Extremely happy to bring y'all the good news! Please do let me know here if you're still encountering issues, though 😀

  • Coming back to this thread to confirm that, yes, the team pushed a fix for this issue today, which lowers the required quests for these cumulative quests. As an important note, you'll likely need to play one match in order for these in-game quest values to update.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970467#Comment_3970467

    Is map repeat prevention still a thing? Since I dont know if you remember but when I posted my screenshot for the masquerade thingy, as we were doing it we got Gideon twice in a row, and then right after that we got one of the Autohavens back to back (I believe Wreckers or Blood Lodge, cant remember). We were all the same 5 people in all of these instances and still managed to get the same maps back to back

    Map and realm repeat prevention is still very much active in the game, so what you're describing is something I could pass along to the team to look into. Out of interest, is this something that you submitted as a bug report?

  • I can confirm, nothing's changed in terms of the prioritization of certain maps. That's just the luck of the draw, for ya.

  • Thank you for all the responses in here, folks! There are some really good thoughts here that I can make sure are noted as feedback on our end.

  • @ohheyitsbobcat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969934#Comment_3969934

    Do you still want more player ID's to pass along or is reaching out to support fine for now?

    We've got a solid number of Player IDs at this point, so I'd say we're good on my side, but thank you for checking!!

  • Hello folks! Coming back to this thread, if you're currently encountering an issue with Rift Pass Completion Quests not progressing, I would encourage you to reach out to our Support team. While the dev team is investigating this issue, I don't currently have a timeline to share for a fix.

    For this reason, getting your ticket in with Support helps make sure your specific issue is noted on their end. Given they're expecting an increase in tickets, there may be delays in getting a response, but rest assured that they are being received.

    Thank you so much for your patience!

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969910#Comment_3969910

    I hate to ask for more details but is the yellow bottle activation timer remaining the same as it was on the PTB or has that been changed?

    Thank you for taking the time to let us know about this stuff!

    Yep, this will be remaining the same as it was on the PTB.

  • I can confirm that The Clown's purple bottles will have a stronger Hindered effect than they had on the PTB. This Hindered effect will be ever-so-slightly lower than it is on Live right now, and will be paired with a revert of the yellow bottle gas spread change to better strike a balance between the two bottle types.

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