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ThatRyanB

ThatRyanB

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ThatRyanB
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  • @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.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969782#Comment_3969782

    Will do, thank you! Great idea.

    Side note - does the team have any plans to smooth her out a bit more bug or qol wise?

    I know the team has multiple Houndmaster bugs on their radar which they're looking at. While I want to set expectations that we won't see these fixes in the next update, I hope to have more details about bug fixes to share soon.

  • @MechWarrior3 said:

    He did say I forgot to mention in his stream hence ptb that it was a little bit better? Maybe the updated engine helped a tiny bit? I’ll have to wait till Tuesday to see.

    It's certainly possible that engine changes can have slight, unintended effects on things like this. Definitely let us know once the update goes live if you're encountering issues and we can make sure it's flagged to the team.

  • @Hoodied said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969757#Comment_3969757

    I feel like this should have been clarified better in the QnA since just saying it “wasn’t a bug” not only confused alot of people on what you meant, it also made people think it was actively an intended mechanic Kankei could do, which honestly isn’t exactly great to think about when it comes to a killer like Kaneki who already has a massive hate group


    While i’m glad it was clarified better I feel like it should have just been stated in the QNA to begin with

    I totally hear you on that. Topics like this can be a complicated kettle of fish. In this case, we could have used more nuance in the original message and it's something we've taken as a learning for the future.

    So all that to say, truly, we appreciate the community raising their questions around this.

  • @GhostRonin said:

    Same issue. I have done killer quests and it will progress during my match, (killed 15 survivors) but when I get to the main menu it gives me my rewards for the other quests but does not progress the count for the 48 rift pass quest. I am stuck at 47/48 quests completed when I have completed 58 Rift quests. I opened a ticket but they brushed me off and said my problem was resolved when it was not. Here is the screenshot I took the same day they said my issue was resolved.

    https://us.v-cdn.net/6030815/uploads/4QGADC9Q6M80/rift-challenge-bug.png

    Similar to the above comment, if you're completing gameplay-related quests and the "complete 48 Rift Pass quests" quest isn't progressing to show their completion, please don't hesitate to fire me a DM with your Player ID and I can make sure that's shared with the team to aid in their investigation.

  • @Chubbee said:

    Hi I'm also encountering this issue, my other guests are completing and I'm getting those rewards. I thought I was going crazy, I was grinding out killer challenges thinking oh maybe I need to do these ones to get it. Nope. Happy to see I'm not the only one

    https://us.v-cdn.net/6030815/uploads/1MTDBAFLGBH8/image.png


    Like these quests came out yesterday and I'm getting progress updates on them and finishing them, but the Complete 48 Rift Quests is stuck.

    https://us.v-cdn.net/6030815/uploads/ZGACO7XBZFOA/image.png

    If you have a moment, would you be able to DM me your player ID? That way, I can pass it along to the team to aid in their investigation and help get some additional clarity on what might be happening here.

  • @beerey said:

    I'm here to forward someone else's (@Lukadoosh) Twitter post on here:

    "Hi @/deadbydaylight, on the recent Reddit Q&A you mentioned that The Ghoul "stopping you in place" while vaulting is not a bug. I want to ask properly here in case this was a miscommunication. For each of these scenarios, is the behavior shown intended? (1/2)

    Video accompanying the tweet:

    https://us.v-cdn.net/6030815/uploads/GWZ9NLW03ECK/5txfitmj9vm5wgtj-ezgif-com-video-to-gif-converter.gif

    Don't normally ask for reposts but would appreciate if you could share this so we can get a response because there's a LOT of confusion coming from this (2/2)"

    Thanks for taking the time to raise that here! Our team's seen the discussion and concerns from the community on this. We shared a little update in the AMA thread this morning to add some nuance to the topic, as our original message was a little abrupt and didn't get to the core of players' concerns. Lemme share that here.

    Whilst yes, the commonly known "kidnap tech" is not a bug, it's a by-product of The Ghoul's ability, admittedly this interaction around a pallet is unintended. As Jeff has confirmed in the AMA, this friction point with The Ghoul's kit is something that's on our radar to be addressed.

  • @Sinatoy said:

    Hello ThatRyanB ! Thanks for confirming the engine change ! I will certainly give you my feedback on the performance change that I could encounter in the live game ! :)

    You're welcome! And speaking to those performance dips you're getting on Live, that feels odd to me so I'd love to flag this to the team so they can look into it.

    If you have a chance (and have the Player Logs handy), it would be super helpful to share this as a bug report and include both a Player Log from your time on the PTB, as well as a Player Log from your time playing on Live.

  • Hopping in here as I can confirm that the larger-than-usual install size for the PTB was due to an update to the engine. I'd love to hear about your experiences with game performance (and any differences you feel) once this makes it to Live with the next update :)

  • I'm taking this thread as a sign that I need to take Agitation for a spin more often

  • This is such an incredible shot! The timing of the fireworks and flash are impeccable!!

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968583#Comment_3968583

    Does that mean Phase 1 is done, or is the Hiding Prevention and "Go Next" Prevention, still being worked on?

    The phases are a way of showing when we intend for different features and improvements to become available in the game. This doesn't mean, however, that we're necessarily "done" with any given feature from this list. We continue to collect feedback and bring it back to the team, so further adjustments can be considered should they be needed.

  • Popping in with a quick update that the team's investigation into this is still ongoing, but very much something they're looking into.

    Out of interest so I can get them even more intel, for those of your encountering this, do you see your quest completion totals increase when you complete "gameplay" quests (i.e. sacrifice xx Survivors)? What about when you complete "quest progression" quests (i.e. complete xx quests)? I'd be interested to know if you're getting different results between these types of quests.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968583#Comment_3968583

    is there a custom match improvement for game modes (like lights out and 2v8 in custom matches? since id LOVE to do them with friends

    This isn't currently part of the plans, but it's a piece of feedback I'd be happy to pass along to the team.

  • Hey there folks! I'm happy to share that Phase 2 of the Quality of Life updates is already underway, with pieces of the roadmap having been tested as part of the recent 9.1.0 PTB. This included the Map and Key item balancing and Custom Game improvements. On top of these, improved keyboard and mouse support on consoles is also coming alongside our upcoming update.

    Of course, this is just the start of Phase 2! We'll have more to share about other aspects on this phase soon, so stay tuned.

  • Popping in here to confirm that this will be adjusted alongside our next update (as those who played on the recent PTB can attest to). When there are only two Survivors left, letting two struggle skill checks pass without pressing anything while on hook will immediately skip to a sacrifice.

  • While we don't have any to share, add-on passes are certainly considered where appropriate. If there are any Killers you feel would benefit from this (and if so, don't hesitate to let me know why you think this), I'd be more than happy to note this down as feedback for the team!

  • @Marc_go_solo said:

    Regarding the changes, the most intriguing isn't to do with the characters or perks: It's noted on the 9.1.0 update, killers and survivors (including outfits) are now classed as "Unlocked" rather than "Owned".

    Is there something happening regarding one or more licenses which may result in them going?

    Picture taken from DStrike video.

    https://us.v-cdn.net/6030815/uploads/O5YX5YV1SGJA/screenshot-20250721-172642-youtube.jpg

    Good catch! To put your mind at ease here, this is purely a wording change - nothing is changing aside from that. It's important that we comply with global laws, which can sometimes necessitate wording changes.

    I hope that helps clear this up for you - I totally get how it can feel to see a sudden change!

  • Hey there folks. I can confirm that this has been flagged to the team to look into. I appreciate all of you sharing your unique cases here, as that helps with investigations.

  • Welcome welcome! It's great to have you here!

  • @StalkingYou said:


    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966183#Comment_3966183

    So when you hold the button to charge your Dream Snare, the bar should appear on your screen and it should start filling at the same time. Right now when you hold the button, the bar appears but there is like a 1 second delay before the bar actually starts filling.

    So it should be: Hold button, charge meter of Dream Snare begins filling the second you hold it

    Right now it is: Hold button, bar appears, but only starts filling a second after you hold the button.

    His hand animation is also bugged; it should steadily go up as the bar fills however it now shoots up immediately like a rocket the second you start charging the power. Additionally, when you release the Dream Snare, Freddy's left hand teleports downwards for a frame or two before teleporting back upwards and completing the animation of him closing his fist and releasing the Dream Snare.

    Appreciate your help on this

    Thanks for providing such an in-depth overview of this! I can make sure this is flagged to the team. Even better, if you play on PC and would happen to have a player log from a match where this has occurred, I can make sure it's passed along as well.

  • There are some great suggestions in this thread. I can make sure these are noted down on our end!

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966696#Comment_3966696

    Rift Pass - 50/59

    Complete xx Rift Pass Quest(s) - 3/4

    Complete x Quest(s) This Week - 10/11

    Others - 37/44

    https://us.v-cdn.net/6030815/uploads/6GMMBKVT67LH/image.png

    Thanks for sharing this! I've passed it along to the team to look into.

  • Popping back in here to thank everyone who's taken the time to share their thoughts here! It's always interesting to get a read on how folks envision recent Killers evolving. We'll be sure to collect relevant feedback and pass it along to the team.

    @BlackRabies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966171#Comment_3966171

    Have the Purple guy drawing add-on be purple and not blue.

    Making the big requests, I see!

  • Thanks for bringing this to our attention! I've shared this with the team to look into and will come back to this thread once I have an answer.

    To confirm for those of you encountering this, if you subtract the number of "complete xx quests" quests you've completed from the overall total on the left-hand side of the screen, does this align with the total you're seeing in the "Rift Pass Completion Quests" quest?

    (phew! I didn't expect to be writing "quests" quite so many times there)

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950098#Comment_3950098

    are there any updates on Freddy's dream snare and hand animation being badly bugged right now? this killer is unplayable at least in my opinion because its like you have 200 ping when charging his snare.

    here is the bug I am talking about: https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961321#Comment_3961321?utm_source=community-search&utm_medium=organic-search&utm_term=freddy

    I can make sure I flag this to the team if it's not already on their radar. To confirm, are you referring to a delay between pressing the Dream Snare Button, seeing his hand raise, and having the "charge" bar appear on-screen? A delay between the bar filling and the Dream Snare activating? Or something else? I just want to ensure I'm understanding completely.

  • @dbd900bach said:

    Definitely one of my favorite killers so far, and the skins are 10/10, but after having 4 add-ons adjusted and no other changes so far, what exactly is next? He recieved no update in the mid-chapter and after how Ghoul was handled, we knew it was going to take awhile before he received any sort of update. If I had to guess, it won't be until after the PTB goes live.

    Springtrap falls solid in the B tier category. Many players agree that he isn't too strong, but also isn't too weak with fair counter play. Mostly. There is a fair few who aren't fond of his map pressure and uninhabited map teleport via his doors. Some find it difficult to properly react, even after the invisibility glitch being fixed. Its hard to say what exactly could or should be changed if at all. It'd certainly be disappointing if he received only minor changes, but it would aggravate a lot of people if he only got flat buffs. On top of that, it would feel extremely unnecessary if he got heavier than necessary nerfs.

    So is Springtrap in a good state? And what exactly is the next step for him after being one of the most successful chapters in the game?

    If you don't mind me turning your question back on you, now that you've had time to dig into his gameplay (I'm glad you're liking him!), is there anything you'd change about the Animatronic?

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965008#Comment_3965008

    This should be fixed already at least those that were experiencing it on the steam discussion has stated they can play the game again.

    This is correct! From what I'm seeing, it appears that the issue has been resolved, but we will be keeping an eye out to ensure it doesn't reoccur.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964866#Comment_3964866

    the issue seems to have been resolved for me, do you still need me to provide the player log?

    I'm also seeing reports that the issue appears to be resolved, so thanks for confirming that. So long as that holds up on your side, I don't believe there's any need for a player log. Thanks for checking, though!

  • Thanks for flagging this. The team is actively investigating this issue as I type. If anyone here has Player Logs they can share related to this error, I can make sure they're passed along to the team.

    I've also updated the post title to include the error name to help signpost to other folks who may be running into this issue.

  • @SpringMyTrap said:

    For the last ~7-8 hours i cannot connect to dbd

    rebooting router, game, steam, PC doesnt help.

    tried to turn off exitlag/goodbye dpi or try different configurations, nothing helps either.

    I heard there was allegedly some kind of patch meant to address similar issue on other platforms, is there a chance it's the reason it ######### the game up for me?

    Where do I post to find more relevant solution to the issue other than filing a ticket which would take too long to get response from based on my previous experience of contacting support?

    Hey there! We're aware of this issue and the team's actively looking into it as I type. If you're able to share your Player Log, I'd make sure that's shared with the team to aid in their investigation.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961004#Comment_3961004

    While I mostly agree here, and we certainly appreciate your openness to even have a PTB (seriously), we've been burned before on the PTB. Easy example was the slew of negative feedback that was provided about the original Made For This, and despite the amount of negative feedback, it still went live, and it took almost a year before your team got around to finally admitting it was problematic and balancing it. That was a year of hell for m1 killers with no chase powers - killers who are already the weakest in the game. PTB changes, despite the promises of "we'll keep an eye on it" has burned us many times before.

    That being said, I do APPLAUD y'all coming up with a new item (the fog vial) to try to add to the basegame. While I feel the iri addon is very problematic, along with being able to stack their effects together, it's nice to get something "new" to add a new dynamic to the game.

    I appreciate the openness on that and believe me, I can understand where feelings of concern around balance can stem from. While I can't always promise what an outcome will look like, you better believe we're here to make sure folks' feedback makes it back to the team.

    And on that note, I can confirm that we've taken note of feedback around the iri add-on and stacking for the Fog Vial. Outside of those two points, how are you feeling about the item so far?

  • @Skeleton23 said:

    The Knight, The Clown and Franklin's is just proof you Devs Hate Killer mains. Franklin's was ment to help counter Sabo and other items that does bully Squads like crap. Ur listening To survivors more than The Killer side and this Is Solid proof. Ur gonna Lose ur Killer players very Fast if these Changes go through. I'm not the only one that's saying this btw. We Killer mains are begging you to revert these three Changes back.

    If The Clown Changes of his purple bottles and Addons and keep the Yellow bottle Changes it would be fine.

    I'll be honest I'm kinda Losing my love for this game.

    I'll still play it but I won't trust you guys with making the Game better for both sides

    I promise you, there's no disrespect intended for Killers from our side. PTBs are intended to be a space where we present changes to the community to go hands-on with and share their feedback on. Just because something makes it to the PTB, doesn't mean that's the precise state it will then make it to the live game in.

    We've been closely following community feedback on these 3 topics (among many more, of course), and have been sure to share this feedback with the team.

    While I totally get that it can sometimes be frustrating to come face to face with changes that you don't vibe with, believe me, sharing constructive feedback on what does or doesn't feel good is immensely helpful to both us and the wider dev team, as it helps inform further balancing adjustments.

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