Columbus1492
Columbus1492
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Comments
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@4thdslip said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976992#Comment_3976992
He could also lunge while carrying survivors, and could not use Exposed perks or any other perk that required a M1 hit to trigger, like Franklin's Demise. Nemesis was killswitched because Nemesis was in a unplayable state, not because PWYF made Nemesis unplayable.
None of what you described is game breaking (as in impossible to end games normally), as per their criteria. Not to mention nemesis can easily live without ever m1ing
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@Coordi said:
Merciless Storm wasn't kill switched to my knowledge, as it wasn't game breaking. Nemesis abuse of PWYF was critical enough that the team moved forward with the kill switch. The criteria isn't my call or expertise; I'm communicating with what information I have rather than ignoring the thread altogether. I can and have takem the feedback to the team, however, that more player facing information on the Kill Switch and criteria is wanted.
How was nemesis pwyf bug game breaking then? It did not disallow games to end normally, it was only a permanent 15% haste?
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976884#Comment_3976884
Respectfully, considering how long it takes to even exploit the bug, it isn't affecting games enough to meet the criteria. I am not discounting the frustration or feedback about how it is being used. However, until it is gamebreaking, it will not receive a Kill Switch. It is a nuclear option.
i don't think spamming m1 for 10 seconds qualifies for "long".
Since it will not be killswitched and people won't get banned for it, this is basically telling us it's fine to use this non-gamebreaking feature.
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Can confirm there's no option to rename skin presets.
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There's a video showcasing the bug:
https://www.reddit.com/r/deadbydaylight/comments/1mdtfug/streetwise_is_currently_gigabusted_and_highly/
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Even worse in 9.2.0
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The problem got even worse in 9.2.0, we're asking for a fix, not amplification…
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A great temporary fix would be to allow players to disable auto aim in game. It does more harm than good.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969022#Comment_3969022
Correct which is why they are moving to what works.
On the PTB stutters were very much present so I don't have high hopes
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@MechWarrior3 said:
I think this is why they updated/changed their Engine. We should notice an improvement on Tuesday when the PTB comes to live servers. We will have to wait and see though. The stuttering is quite annoying. Its affecting gameplay across the board, especially killer's powers.
The last time they updated their engine it caused this very problem
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Seems to be fixed now.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964517#Comment_3964517
If I remember correctly the mobile version of DBD was recoded from scratch by an entirely different team. So maybe there's technical issues in the 2016 game to consider?
I doubt it's coded in a way that would be difflicult to disable. If it is for some reason too hard, then they have to recode it anyway so it does not affect hitting\missing.
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Trapper and Wraith should retain default TRs
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I think them making 3% base movement speed bonus instead of haste is them prepping for an actual removal of haste stacking in the future. I wouldn't mind partially reverting some of the buffs. Auto-aim does feel braindead on PC, but on consoles it's fine. Maybe they can find a way to keep it for controller gamers only. Free killer instinct (at least on survivors infecting each other) should also go, that would make Crew Manifest actually useful again. And of course, he still needs a proper addon pass.
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The revealed status effect could be added to OoO (as a sound que that helps when you're not looking at the killer) or distortion when you're out of tokens.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955370#Comment_3955370
ahh okay, sorry for the misunderstanding. Yes it's looking like the personal data is using the tally screen information - not our internal data…so it won't accurately reflect what happened in that match if the abandon feature is used :(
will this get addressed?
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"Not a bug"? Bring back old cake drops!
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956119#Comment_3956119
just to correct some misinformation there - whilst data on addons tells us what is preferred there's a bit more to it than "it's used a lot therefore needs a nerf" you have to take into consideration the kill rate with that addon used, and compare it to other addons used with it. What we're seeing with this particular addon is that it increased kill rates by a pretty high percentage, more than 6% which does show that there's likely some issue with it. So whilst you might feel the effect is mediocre, the reality is that something is more problematic than it appears at first glance.
Did the data include the time springtrap was invisible when coming out? Maybe the kill rate was higher because of another addon/perk that was frequently used alongside this one?
"So whilst you might feel the effect is mediocre, the reality is that something is more problematic than it appears at first glance." - so you are not sure exactly why the kill rate with this addon was higher, just saw a change in stats and proceed to nerf it no questions asked?
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You have to change orientation to horizontal (landscape) mode.
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@TimberGoingDown said:
They're explicitly there to obstruct your vision. That's why they last so long. So that it gives the survivor a chance to actually use the gate.
Exactly why it's stupid. They also block vision for survivors on killer when hooking.
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@MadDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955729#Comment_3955729
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955728#Comment_3955728
Oni's 180 flicks wasn't considered a bug until someone reported it here, many years later, so.
It's obviously not intended (and is one of the many animation bugs) it's just never been a big issue lol.
Oni's flicks were definitely the bug, they've just decided to make it a feature recently.
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And no, the event power is not on cooldown when it happens, it shows you the aura of the object to interact with only to fail when you press event power button.
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Thank you for making this post. The existing ones are being aggressively ignored unfortunately.
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it's not auto-aim, it's AiM dReSsiNG
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The issue is independent on pc specs, complete lack of optimization unfortunately
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This is a universal issue on the game's side even since UE5 update that they refuse to acknowledge for some reason
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Still an issue
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Still an issue, unfortunately
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To be clear, today's server side fix did NOT resolve the issue, it merely brought p100 bloodwebs in line with lower level bloodwebs, which still yield very scarce amount of cakes, some mid levels do not grant any anniversary items whatsoever.
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@Mandy said:
Will say, these stats are nowhere near accurate (yes I checked the stats). I''m guessing they're even more inaccurate than they used to be due to a smaller sample size given that personal stats are now available…so don't all start to panic that kill rates have dropped, they really haven't.
are the proper official stats accurate themselves though? people have reported their personal stats are off, and those that were sent via emails were confirmed incorrect though eventually corrected.
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any under reviewers?
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@ThatRyanB said:
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.
Please killswitch it until then, that's what the feature was made for.
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@WalterBlack said:
This is just rollback I'm afraid, not necessarily a bug.
The game counted it as a grab and then refunded it into a missed m1. At worst it should cancel the grab, not force your character to m1. Definitely a bug.
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@JocelynAwakens sorry for tagging again, but are we still not able to update the thread after 4 months?
@Coordi said:
No need to tag me in; we will update the thread as soon as we are able!
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Still an issue as of 8.7.2
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Myers should have 128 meter terror radius constantly blasting this
https://www.youtube.com/watch?v=ZC-KXUAbQng -
@AnomalyGuy said:
so something I’ve begun doing since this apparently isn’t a bug is running builds for singularity and wesker that spawn an additional 3 chests (offering + hoarder) this has made it so the spawn locations of these critical counterplay items are far away from generators or sometimes in the corner of maps, I’ve even had 2-3 emp’s spawn next to each other so far from generators that the survivors basically never used them or when they did only when they were resetting.
The simple fact that I can abuse this at all or even get situations like this often enough to make a viable build from it Is crazy.
i might just start running those on singu
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It should reveal your own aura instead of generator's, too many perks on both sides are using the same yellow color for gens
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The solution is as simple as swapping item spawn priorities, takes 5 business minutes.
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"Updated AFK detection system."
Is this update going to address situations in which players get downed and hooked by a cheater during the camera pan before the match even starts and get banned for "being afk"?
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My "2v8 completion quests" is completely locked
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still not killswitched
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Not only it is too quiet again, thoughout the entire history of his lullaby volume adjustments, another issue was persistent and to this day has not been fixed - you can not gauge the distance to the killer bc the lullaby barely changes in volume with distance (unlike default huntress lullaby)
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A text error is still under review?
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This is also true of other messages in inbox, not just the survey one
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For some reason this still needs more info, added videos from my comment to the post itself, should be under review by now
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Does this still need more info?