ThatRyanB
ThatRyanB
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@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.
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@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.
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@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 withI 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.
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@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.
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@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.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.
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@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:
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.
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@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.
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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 :)
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I'm taking this thread as a sign that I need to take Agitation for a spin more often
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This is such an incredible shot! The timing of the fireworks and flash are impeccable!!
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@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.
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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.
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@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.
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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.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968466#Comment_3968466
We listed some of them in post I put over the weekend if you can ever take a look!
Thanks for pointing out this thread! I'll be sure to give this a read-through 😀
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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.
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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!
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@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!
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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.
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Welcome welcome! It's great to have you here!
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@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 thisThanks 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.
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There are some great suggestions in this thread. I can make sure these are noted down on our end!
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@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
Thanks for sharing this! I've passed it along to the team to look into.
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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!
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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)
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@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=freddyI 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.
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@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?
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@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.
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@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!
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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.
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@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.
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@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?
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@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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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959807#Comment_3959807
Hey.
Thanks for replying. 😁
The best use for the key was to see the killer's aura using the Amber add-on, but now this is basically ruined. Now you can only see it for 2s PER CHARGE and the killer ALSO sees you. My friend farmed more than 700 keys with the sole purpose of making Skeleton Keys + Amber his, let's say, default item in his most used builds and now this combo became basically useless.
With the current patch we can see the killer's aura for a max of 22,5 seconds with the Skeleton Key + Amber + Beads, we can even use it for like half a second if we are fast on our fingers to deactivate it fast enough (making the duration go as far as 45s) AND the killer CAN'T see your aura.
Skeleton Keys were the highest rarity and had 30s of use. It was way more than the other two keys and, of course, took two pallet stuns per trial to get one using Exultation.
With the purposed changes currently on PTB keys became borderline useless aside some meme builds that people will tire off pretty fast.
If you want to see survs auras you just need to use one of the retired add-ons for example.
Nobody is bringing it just to unlock chests faster or the other functionalities you guys added.I appreciate you providing so much detail here. Let me make sure I note down this feedback for the team.
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@Dadeordye said:
Well…
Keys are useless now.
At least for the purpose of seeing the killer's aura.
My friend used Exultation to farm Skeleton Keys (more than 700) and he now sees he only lost a colossal amount of time.I'd love to dig into the specifics of what you're getting at here. Would you be able to elaborate on what's causing frustration for you regarding keys and Killer aura reveals here? And is there something specific regarding the Skeleton Key?
I want to make sure I have an accurate read on your feedback before bringing it back to the team.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959661#Comment_3959661
Brother 8 seconds is nothing. You waste more time setting up the hunt, than survivors will waste running in a circle and grabbing the standard.
It makes hunts objectively weaker when they were already mediocre to begin with. These changes take a B tier killer, borderline C tier if the survivors are even remotely aware of the counterplay. And make him straight up D tier, he's abysmal now. You're forced to cause double teams because hunts do nothing anymore.
As mentioned above, I'm taking note of this feedback to bring back to the team. Thanks!
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959617#Comment_3959617
Franklins only being useful in terms of dealing with survivors items (toolbox, medkits, flashlights - specially them). But now the only thing why people even bring this perk is gone. And about jailer you overnerfed him, he is still very slow and cannot catch survivors and now cant even let them busy cause 4 seconds.
This is absolutely feedback I can bring back to the team - both regarding Franklin's and the Jailer.
With regards with the standard spawns, though, I'd be interested to see if the spawn times still feels too quick when the extended times for longer paths is factored in during testing. While it is 4 seconds on the short end for the Jailer and Assassin, this can be extended up to 8 seconds by drawing a longer path.
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@ratcoffee said:
Some of these changes look phenomenal. Others feel a bit "if you stun a killer from the northeast on a day with a T in its name," but I'm imagining those will mostly be ironed out. Overall solid stuff here
Thanks for the kind words! If you don't mind me asking, which changes would you say are falling into the latter category?
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@Gardhome said:
In terms of perks. Franklin changes are awful, the rest is okay. In terms of killer update Jailor is now useless
Would love to know specifics here. Which aspect of the Franklin's change isn't playing well for you?
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@sausage11 said:
Why is the PTB almost 42 GB this time 😭 I need forever to download it...
We updated the engine, which resulted in a larger-than-usual install size this time around.
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@UndeddJester said:
I wonder if Pyramid Head cages will trigger off the hook perks? 🤔🤔🤔
I assume not... but not sure.
The same as they currently work in the game, Pyramid Head's cages will not trigger hook/unhook perks.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958729#Comment_3958729
Nothing, just bias, really.
Maybe the way the charges work now felt odd to me, idk.
I totally get that! Bias is a heck of a thing. If you get a chance to test these changes on the PTB, I'd love to know how you feel about them.
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@SoGo said:
I see some concerning stuff here.
Nerfing Clown's Purple bottles?
The Maps and Keys changes may be very weird. (Although, I am pretty biased because of my own version I'd like to see.)
The Fog Vial being an item with possibly endless use?
If you don't mind me asking, what is it about the Map and Key changes that feels weird to you?
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958706#Comment_3958706
How does it work with charges?
Then I will definitely take it. I‘m the type of player who uses all types of lose the killer perks.
Essentially, the Fog Vial has a single, rechargeable use, rather than a set number of charges per match. Once used, it will go on cooldown, and then can be used again once that cooldown has passed.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956927#Comment_3956927
I have a screenshot and footage of this happening today. Here is the screenshot of the spawns:
https://us.v-cdn.net/6030815/uploads/1LDGC91UBH9Z/image.png
You can see 1 survivor off to the left way away by themselves, myself spawning near the middle of the map, and 3 survivors in front of me. I'd also say that the survivor in the dead center is probably more than 12 meters away from the other 2 because it looks like they spawned closer to the back corner, but its tough to say from this angle, 12 meters being about 2 lunges, should be quite a short range.
Here is the video, i included the loading screen to show that nobody brought offerings to change the spawn locations:
https://www.youtube.com/watch?v=FbQ8PQZq-Kc
I also have the full match recorded if you need it for some reason, and went into the pause menu to see the map ID if that matters for map generation/spawn locations.
In general though, this is the kind of thing i'm seeing, sometimes the survivors spawn in pairs super far apart. I think 1 time i noticed them spawning all 4 in completely random places like it used to be and me in the middle, again with no offerings to change it.
Thanks a ton for sharing all of these screenshots and video, folks! This is immensely helpful and goes a long way in illustrating what you're experiencing. Let me bring all of this back to the folks who were working on this so that they can take a look at what might be occurring.
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956927#Comment_3956927
How come you selectively take these bug reports from some threads but close other peoples threads who bring up stuff with proof?
I can't wrap my head around the rules, that said it wasn't you specifically who closed oneThis is typically done to cut down on conversation about a given issue being fragmented across multiple posts, centralizing that discussion in - ideally - one place. In doing this, we try to merge and close bug report threads, but still actively check these closed threads for relevant proof points we can bring back to the team to aid in their investigations.
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@Kaethela said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958685#Comment_3958685
Currently, Deja Vu adds the marked gens to your map, if you have one. Maps are being reworked to only show things in a range, so adding things to maps doesn't happen anymore, so Deja needs to be adjusted to account for this.
For those asking in this thread, yes, the adjustment coming to Deja Vu is related to its (often lesser-known) Map effect. This is because the effects op Map items are being adjusted with this update.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958653#Comment_3958653
I still don’t see how it’s going to be fair, when SWFs are stacking fog vials in the same chase. How is the killer expected to chase someone, when a SWF teammate ambushes the killer with this item?
And if two survivors use fog vials to extend the area, then the survivor being chased really has a larger area where there’s zero scratchmarks, audio, or aura reading.
This just seems way more miserable than smoke bombs, which were already miserable for killers, and it was the reason why I didn’t want to play killer at all during that event.
This is something that we'll be watching for during the PTB and fully encourage folks to share their experiences with us when they go hands-on with it. I understand where you're coming from with your reservations, though, and do want to make it clear that we'll be closely monitoring feedback!
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@YayC said:
Why is Deja getting a buff lol. You said you were going to nerf it once you addressed the 3 gen situation back when you initially buffed it, never nerfed it and now it's getting a buff lmao
To confirm, Deja Vu is not receiving a buff. It's one of the perks that we're adjusting to account for the updates to Survivor items.
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@neljx5 said:
please don't tell me they're going to add a buffed version of an already annoying event item to the base game and then gut franklin's
If you're referring to the Fog Vial, you'll find that it feels different from the smoke bomb items from previous events. The event items you're referring to used an opaque smoke/fog, which completely blocked visibility. With the Fog Vial, it acts more like you'd expect from fog. It obscures the area that's affected, but still allows for some maneuverability right in front of your face.