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ThatRyanB

ThatRyanB

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ThatRyanB
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  • @Frost139 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945098#Comment_3945098

    Alright. When can we expect the tunneling and slugging changes to be announced and/or enter ptb?

    While we aren't sharing specific timing quite yet, both of these will be included in phase 2 of the Quality of Life initiative, which will run from July to December. Stay tuned, though, as we'll have more details to share soon.

  • @littlehoot said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943627#Comment_3943627

    I mean this as respectfully as possible, but I don't know what game it is you're playing in which this AFK system is "forgiving in practice", but it certainly isn't DBD. It's been one day and either myself or my teammates have gotten crows:

    • While running from the killer.
    • While running generally
    • Moments after getting into a locker, turning what would have been a safe evade of the killer into a death.
    • While doing generators
    • While looking for totems
    • While cleansing totems
    • While unhooking fellow survivors
    • While healing other survivors
    • While opening the exit gate
    • While slugged on the ground, attempting to crawl away from the killer in order to use Unbreakable—which is impossible now because of the near instant crows snitching.

    Numerous perks will suffer for this. Some will become borderline unusable, some will become so niche in their use they might as well be unusable. It also encourages insta-unhooks (which never benefit the survivors, only ever the killers), makes it borderline impossible to do any kind of safe unhook (because if we wait until the killer is more than a foot away to attempt an unhook, the crows snitch on us). It also basically kills any real attempt at stealth gameplay for survivors, or any kind of long game (as is necessary in things like three gen situations).

    So no, I don't find the system to be "forgiving" during matches. I actually find it to be a profound hinderance to normal gameplay, as does everyone else I've spoken to who plays the game. While I understand this was an attempt at preventing AFK players to better gameplay, it is incredibly detrimental to players who are actually actively participating in the game, and quite honestly? I don't think it's something that can be 'tweaked' into working well. The best time to kill switch the new AFK system was about a minute after it was launched, but the second best time is right now.

    No disrespect taken :) As I mentioned, this is something we're really focused on following and bringing intel back to the team about. I want to help bring your experiences with this back to them.

    Arguably the most useful intel we can get right now is footage of this happening, as that helps us understand exactly what's happening. Do you (and this goes for anyone in this thread who's encountering AFK crows in the course of regular gameplay) have any video footage of this occurring that you could share with us? I'd make sure this is shared with the relevant folks!

    Specifically, it would be immensely valuable to have footage of instances where this is happening, with the 2-4 minutes leading up to the AFK crow appearing included in the footage. That way, we can get a clear idea of exactly what led to this crow in-game.

  • Thanks for taking the time to share these clips! The team is aware of this issue and are actively looking into it.

  • For those of you asking, the Stats Tracker collects data as far back as September 1, 2020.

    With regards to potential discrepancies in the data that's being shown, the team is aware of this and are actively looking into it.

  • I really appreciate your flagging this. Lemme pass this along to the team so that they can keep an eye on this, as it's not the intended effect of this prevention.

  • Coming back to this topic after checking in with the team. If you've synced multiple platform accounts through your Behaviour Account, your stats become unified under that synced account. What that means is that you aren't able to manually switch between the individual platform accounts. Instead, the stats from all these accounts are included in the total you see under the synced, unified account.

    Would this account for the fact that you're not seeing your other platforms showing up in the Stats Tracker? Of course, if you feel stats are missing from a whole platform, please DM me your Player ID and I will pass this along to the team working on the Stats Tracker to investigate.

  • Thanks for sharing these bug reports, folks! I've shared your notes with the team so they can look into this.

  • @Digfish said:

    Mandy had mentioned on the feedback forum that this update would address the issue of Killer Object spawns conflicting with Chests, but I don't see this noted in the Patch Notes. Was this addressed? And if so how?

    It was indeed addressed in today's update, but didn't quite make it into the patch notes. With this change, Killer Objects will spawn before Chests during the procedural generation of maps.

  • Good question! This causes Survivors to start the trial in pairs, rather than spawning in as one collective group.

  • @RpTheHotrod said:

    Quick question, recently your team had acknowledged that haste can be problematic, so it was decided to remove haste stacking and buff multiple haste perks so they are better standalone. After player feedback, yall decided to cancel the implementation of preventing haste standalone. However, you did not bring back those buffed haste perks to their initial values. What we now have is an even worst state of not only still stackable haste perks but they maintained their haste buffs that were only there due to haste that was going to be non-stackable. Now we uave haste stacking and haste perks juiced up where haste is even more problematic than it was before. Yall had identified haste can be problematic, so why keep haste buffed? I see here in these patch notes that you have nerfed a few haste perks back to their initial values as I would have initially expected, but what about the rest of the haste perks that were buffed in expectation that haste would no longer be stackable? Excessive haste just breaks the balance of the game on both sides.

    To confirm, are you referring to the perks that had their Haste values buffed alongside Steady Pulse? If so, it's worth noting that 3 of these - Batteries Included, Unbound, and Babysitter - have had their Haste values reduced alongside today's update. This is to account for cases where we were seeing this speed burst performing a little too strongly, given how easy or consistent they are to trigger.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943653#Comment_3943653

    This is really neat. Are they going to add more options for stats down the road to this?

    I want know things like how many people did I kill by condemn moring someone by Sadako’s Curse :)

    The team's always looking for ways this could be improved in the future, so we'll be gathering feedback and suggestions to share with them!

  • @SoGo said:

    So Haywire is useless now, lol.

    Here's to all of us fools that thought we might get a new endgame meta.

    Echoing what I shared in another thread, I'd love to some insight into why this nerf occurred.

    We found that in the hands of the right Killers on the PTB, Haywire could be used to lock down the end game. While we've made the decision to nerf it for the time being, we're evaluating improvements to it for the future.

  • To give some insight into why this nerf occurred, we found that in the hands of the right Killers, it could be used to lock down the end game. While we've made the decision to nerf it for the time being, we're evaluating improvements to it for the future.

  • @Soma_RTA said:

    Where is the website were we can see our stats?

    The Dead by Daylight Stats Tracker can be found here: https://stats.deadbydaylight.com/

  • @HolyDarky said:

    @ThatRyanB

    In the PTB, Artist had nearly 22 bugs while on live servers, she has around 15 bugs that ruin the experience. There is no mentioning in the patch notes that her bugs got fixed. When can we expect the fixes for these bugs?

    Why can you increase the sounds of the Were-Elk skin for Huntress in one patch but not the ones for survivors? Ace, Ada, and especially Orela are pay to win characters while Jeff is a pay to lose character. We telling you for years that this is not fair and still haven't received any information about it.

    During the PTB, many players gave the feedback that the Shroud of Separation is way too powerful because one survivor has to use it to give every survivor a big advantage and the killer a huge disadvantage. Killers are now forced to use their Shroud offering every match. We told you the best solution would be that only the user will be separated from the other ones when they use it but not everyone. Why did you ignore the feedback that offerings should not have such an impact on the game.

    Hey there! When it comes to prioritizing bug fixes, it can often be a delicate balance where tough choices have to be made, balancing how much time it takes to reproduce and fix a given bug against its relative impact to the wider community. While I can't provide a timeline for when certain Artist bugs will be resolved, I can confidently say that the team is aware of and have been looking into a number of Artist bugs.

    As for the Shroud of Separation, this is a topic the team's been closely following and will continue to monitor. Sometimes, there are cases where a change looks dominant in theory, but doesn't end up having the same oomph in practice. This is what we saw on the PTB with the Shroud. BUT! That's not to say that's the end of the story. We'll be keeping a close eye on feedback as players dig into these offerings on the Live servers and get a feel for how they're impacting the game at a wider scale.

  • @Szakally said:

    Big L for AFK Crow system. Many perks will die for that. And good luck finding HEX totems without getting this AFK penalty ;)

    This is a system we'll be keeping a close eye on over the coming days and weeks. While it can seem intimidating when broken out in bullet points, it's quite forgiving in practice during matches. Specifically, if you're moving around and finding yourself in and out of the Terror Radius, you should have ample time to do things like finding Hex Totems.

    Of course, if you encounter specific scenarios in-game where you end up with AFK crows during the course of regular play, please flag them to us so we can keep the team informed!

  • @ad19970 said:

    I really don't quite get why some perks like Babysitter and Unbound seem to have been nerfed from the ptb again. Other than that these seem like good changes. Can't wait to play Vecna with these fantastic buffs he is getting, and it's good to see the Artist feedback got considered as well.

    These two perks (as well as Batteries Included) saw their Haste values buffed alongside Steady Pulse, and what we saw over the last update cycle was that in cases where they were used, the increased speed burst they gave was a little too powerful for how easy they were to trigger. We've returned them to their pre-Steady Pulse Haste values, but are always keeping an eye on the performance of perks like this (and player feedback!) to consider future adjustments.

  • You've brought up some good points about Batteries Included in this thread. The simple answer here is that after buffing it alongside Steady Pulse, the team noticed that the increased burst of speed had become a little too oppressive, given how easy it was to trigger and how long it would stay active.

    While we are bringing the Haste % back in line with it's pre-Steady Pulse value, we still want to explore ways of making this Haste valuable to you. By increasing the radius at which this effect will trigger around a completed gen, it should offer more flexibility in how you path your chases and make it easier to get that burst of speed. Of course, it's something we'll be watching closely over the coming days and weeks!

    As for your question about why this wasn't tested on the PTB, it was unfortunately a case of timelines not always lining up. A few perk changes were made slightly later in the update cycle and weren't able to make it into the PTB build. As mentioned above, we're always monitoring for feedback we can bring back to the team, so we'll be keeping a close eye on these perks as folks go hands-on with them tomorrow!

  • It's definitely an exciting time! And just like we're jazzed to hear what all of y'all think of the new update, it's always great to get the perspectives of new folks.

    Just remember: there's no such thing as a silly question. Let's make sure anyone stepping into the fog for the first time has a blast!

  • @Na1ts1rhc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941760#Comment_3941760

    Question for ya Ryan! Sorry if this has been asked/answered previously. But I'm curious if our stats up till this point will be recorded upon release or if due to the newness of this feature we'll be forced to start with everything at 0…

    The stats tracking goes back as far as September 1, 2020, to be specific!

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941169#Comment_3941169

    Oh, awesome! That actually looks really detailed! I'm quite excited to see what my stats are now. Might be the best part of the update.

    So glad to hear you're excited for it! The team's really excited to get this into folks' hands as well! And like anything else we do, we'll be keeping an eye on feedback around the Stats Tracker in case there are additional points folks would love to see included.

  • This is something that the team is aware of and are looking into a potential fix for. Thanks for taking the time to share this!

  • When claiming the 100 Rift Fragments via in-game mail, the reward pop-up you receive after clicking this this does not specifically show the earned Rift Fragments. Instead, it shows the rewards that have been gained by leveling up via these Fragments. Depending on what the rewards of the earned Rift tier were, this screen may only show Bloodpoints earned.

    Would it be possible for you to confirm whether the Bloodpoints you say noted on this reward screen match the Bloodpoint rewards associated with the Rift tier you would have earned at that time?

  • Thanks for taking the time to share this video and your player log. Just wanted to pop in and confirm this issue has been shared with the team.

  • Hey folks! Popping in to confirm that, yes, a fix for this is planned to be included in the update for our new Chapter, which releases on June 17th. I'm updating the status of this bug report accordingly.

  • @Lixadonna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938450#Comment_3938450

    I forgot to mention not only Flashlight saves but Head On plays which gets disabled at crows.

    Invocation Perks take 60 seconds to cast plus time to go in and out of the Basement.

    I reread the Patch Notes on this and OP's Rules. The Patch Notes states after 90 seconds alerts trigger. Is that at the 100% speed rule? At 50% speed and 120 seconds do alerts happen? It just seems like a confusing system that removes doing interactive things where someone else said promotes "Genrush."

    Coming back to two of your questions, completing the interactions for Invocations and Jigsaw Boxes both remove accrued AFK points. Separately, when it comes to the note about reaching 3 crows after 90 seconds, this assumes a situation in which the player is standing completely still for the entirety of that period.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938061#Comment_3938061

    I did, when testing with friends. The most common situations were;

    Totem hunts (Already mentioned but still, especially for new players it will be a nightmare, ignoring Devour Hope and Huntress Lullaby is simply not an option, especially for newcomers).

    Playing very safe/stealthy when in dire situations (injured and/or on second hook, staying on gens is simply not an option productive to survival, especially in a 3-gen situation).

    Waiting out/hiding during extremely dangerous situations (Oni's Rage, Myers tier 3, any kind of proximity to Nurse, Exposed perks like Haunted Ground, Make Your Choice and Starstruck, etc.)

    Box hunting against Pinhead (even if knowing the location, it's sometimes very far and, especially if having to not run in order to avoid getting seen, at least one crow would show up and render stealth completely impossible if the Killer passed by).

    Sadako when 2 tapes were needed to reduce Condemn to safe levels (the travel time, even ignoring a possible encounter with the Killer or having to stop running, is enough to get at least one crow depending on the map).

    If a Killer slugs for the 4k (downs the 3rd Survivor and leaves them slugged in order to search for the 4th without worrying about Hatch and increasing odds of a Finisher Mori, which is the outcome of many games where the Killer wins) the 4th Survivor is essentially forced to either stay on gens or rush to the slugged Survivor, both of these exposing themselves (the latter even more so if done too quickly).

    Having to wait for opportunities to do gens safely for more than a few seconds in 3-gen situations (especially against fast Killers) sometimes gave enough points for a crow. This is circumvented by being on comms though.

    Side-note: For newcomers who don't know gen spawns, map and totem spawns, crows will be easily gained due to being lost. Especially in some indoor maps. Most of the aforementioned situations are also more severe for newcomers.

    Side-note 2: When a rare friendly/farming/memeing Killer showed up, crows would just accumulate when messing around, messing with the mood.

    Thank you for taking the time to write all of this out! I'm pulling this together to share with the folks working on AFK crows to ensure these points are on their radar.

    @Lixadonna said:

    There is nothing about searching 4 Jigsaw Boxes just to remove a Reverse Bear Trap. Is that considered AFK? Are crows going to alert what Box I'm searching? Or what if I'm sneaking around to make a Flashlight save or Hook Sabotage? Is that considered not contributing? Some people just don't like doing Generators and would rather have interactions.

    Thanks for flagging this question! I'm checking with the team on this.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938061#Comment_3938061

    Grim Embrace will probably cause complaints, if it blocks all generators for 40 seconds.
    AFK point gain might need to be paused if any generator is blocked, because survivors will likely be very frustrated if they gain AFK crows while they are standing in front of a blocked generator.

    Also, I’ve been updating the original post of this forum thread, with more concerns. I apologize if there are so many concerns that it looks like I’m hating the AFK crow system. I really do think it’s a good idea, but I just have a lot of concerns with how it was implemented on the PTB.

    No apologies necessary! I understand there being complexities with how this interacts with various features, so questions and concerns are natural. This thread has been extremely valuable in conveying specific feedback back to the team, so thank you!

  • Hey folks! I wanted to pop into this thread to share a little more about yesterday's post that mentioned accessibility. While it was shared in relation to discussions about arachnophobia, the community response has been extremely valuable in highlighting the vast range of folks' experiences. We've used this as an opportunity to listen and share a wide range of accessibility feedback (as well as players' experiences with different phobias) with the team. That includes notes that have been shared in this thread, like alternative forms of blinding effects.

    So all that to say, please don't hesitate to continue sharing your feedback and experiences with accessibility - we're here to convey your feedback to the team and will continue to do that!

  • Hello folks. Yes, the Warming Break banner is exclusive to The Witcher Bundle.

  • Hello folks! First and foremost, I can confirm that the bug impacting Rift Fragment gains through XP was resolved as of bugfix patch 8.7.2. If you're still encountering this bug, please don't hesitate to flag it to me here!

    As for the Rift Fragment login reward today, this should be working. The caveat is that the rewards you will see displayed when you claim the in-game mail for 100 Rift Fragments won't explicitly say "100 Rift Fragments". Instead, the pop-up will show the rewards you gained from the level of the Rift you just attained.

  • There have been some great discussions in this thread so far that have highlighted concerns we can keep an eye on (i.e. totem hunts), so thank you for that!

    For those of you who had a chance to test this feature on the PTB, did any of you directly encounter scenarios where you received AFK crows, but felt they were unwarranted? If so, I'd love to know the specifics of what you were doing, as this is useful info that we can share with the folks working on this feature.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937561#Comment_3937561

    Does that mean we will get another hotfix (the third one that pushes it to 8.7.3) with more bug fixes?

    It's a good question. We do not have plans to share a third hotfix for this update.

  • Hello folks! Just wanted to drop a quick note that today, we deployed a small bugfix patch (8.7.2a) to address the below issue. This update is currently available on PC and Xbox platforms. Nintendo Switch and PlayStation owners will receive this fix as part of the next title update. Crossplay will continue to function as normal.

    Characters

    • Fixed an issue that caused the hair of Sable's Sudden Shading and Vittorio's Geralt of Rivia head cosmetics to appear black or darker in various map lightings.
  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933675#Comment_3933675

    im almost certain youre correct - stat tracking begins from september 1st 2020 & it launches june 17th

    Jumping in to confirm that you're right on the money with this!

  • We understand that in a 2v1 situation, there are cases where a Survivor who is hooked may want to give their remaining teammate the hatch. In this situation, while it's not instantaneous, you will still be able to fail these skill checks to progress more quickly towards a sacrifice.

    Regardless, we're tracking folks' feedback on this feature, so thank you for sharing your thoughts - we'll pass them along!

  • @RakNieborakYT said:

    What does axe area do? Just exist?

    If a Survivor passes through the axe's area of effect, the Killer will gain Killer Instinct on them for a short time.

  • Popping in to confirm that we are aware of this issue and are looking into it as you read this.

  • Hello folks! Confirming that we're aware of this issue and are looking into it right now.

  • Hello folks. Just popping in to confirm that these notes have been shared with the team, who have been looking into it. While we don't anticipate changes to this before the end of 2v8, it's on the team's radar.

  • @xerox8521 said:

    Deliverance and Wicked are missing for the self unhook option. Both should only work if their given requirements are met.

    Hey there. I can confirm that anything that guarantees a self-unhook - so yes, Deliverance, Wicked, and the anti-camping measures - will still work the same as before.

  • Thank you very much for sharing this! I can confirm that this has been passed along to the team to look into.

  • @triggyrd said:

    what about wesker getting stuck for the entire match with his M2. The only way to leave is to quit and get an abandon penalty.

    This is something that the team is aware of and investigating, but a fix is not included in this bugfix patch

  • @WhoSoup said:

    When you remove the ability to attempt to unhook, does that mean survivors will no longer be able to raise their arms on first hook stage? In solo queue, it was nice to try and attempt to communicate with teammates that the killer is nearby camping by waving your arms and such. It'd be a shame to see that aspect of it gone as well.

    Good question! In cases where a self-unhook isn't possible, players will still be able to struggle while on the hook, simply without a chance of escape or penalty for failure.

  • @adam1233467 said:

    What about deliverance and wicked? These perks are getting changed?

    Anything that guarantees a self-unhook - so yes, Deliverance, Wicked, and the anti-camping measures - will still work the same as before.

  • @soupmix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932546#Comment_3932546

    And will it cause the dc penalty that go next prevention will cause? Also yes that was part of my question

    Nope! Speeding up a sacrifice at 1v2 to give another player a chance at hatch is not viewed as "going next" within this new prevention system.

  • @jesterkind said:

    Those are some potentially scary perks slated to be buffed, dang. I'll hold off on real panic until I see the patch notes, but some of those perks are already damn good and the prospect of buffing them is a little scary.

    Love to see the BP bulk spending though, that looks pretty much perfect to me!

    We'll be keeping a close eye on community feedback through the PTB, so if you have a chance, definitely give those buffs a try in-game and if you're still feeling concerned, let us know and we can pass along the feedback 😀

  • @lettuchia said:

    So much good stuff but more efforts should be put into buffing vecna's spells instead of reducing the cooldowns, it's very disappointing to see his macro skill expression reduced to pander to bad players

    When the PTB goes live, please do give the changes a chance. After you've given them a try in-game, if there are specific aspects of his kit that you have feedback on, please don't hesitate to share them with us - we'll be keeping a close eye out for feedback to share with the team!

  • This is something we'll be keeping an eye on, so I appreciate you flagging it as a concern on your end.

  • @soupmix said:

    I do hope that it's no longer impossible to give up for hatch in a 1v2 scenario

    Provided I'm understanding your reply correctly (please let me know if not!), I can confirm that in a 1v2 situation, if someone wants to give up on hook to give the other person hatch, they will still be able to fail skill checks to speed up the sacrifice.

  • Hey folks! I wanted to drop in to share thanks from the team and give you a little update.

    First off, from myself and the rest of the team, thank you SO much for all the time and insightful thoughts you've offered up while sharing your feedback on this Design Preview! It's been immensely helpful in giving the folks working on this design a good idea of what players are liking the sounds of, and what they feel may not be landing. Both sides of this are important parts of the design sauce!

    With that said, the team has taken this feedback - drawn from both Design Previews - and are working through it as they consider what's next for Skull Merchant's rework. This process may take some time, but we will share more about Skull Merchant when the time is right.

    In the meantime, thank you once again for your help in detailing all of this valuable feedback!

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