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TheD0uche

TheD0uche

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TheD0uche
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  • @Evai05 said:

    Map is actually playable for survivors now, please don't revert cause of a few baseless complaints

    Survivor escape rate on every map has nearly doubled since this density update and guarantee you it isnt because the average survivor magically got better

  • @ThatRyanB said:

    Bug Fixes

    Audio

    • Fixed an issue where the Pharmacy perk would remove chest SFX.
    • Fixed an issue where The Dark Lord's Wolf Form would be silent.
    • Fixed an issue where The Twins' chase music was missing for survivors when chased by Victor.
    • Fixed an issue where The Twins' chase music would not stop when switching from Victor to Charlotte in a chase.
    • Fixed an issue where The Good Guy's Trial win voiceover would trigger every time a Survivor died.
    • Fixed an issue where the "Geralt of Rivia" outfit voiceover at the start of a Trial would not trigger when playing against The Animatronic.
    • Fixed an issue where Rick and Michonne Grimes' voiceover at the start of a Trial would not trigger when playing against The Animatronic.
    • Fixed an issue where The Houndmaster's stunned voiceover would not play.

    Bots Improvements

    • Fixed an issue where bots were unable to move when a player disconnected in specific locations.
    • Fixed multiple issues where bots would vault at undesired times.
    • Survivor bots will now crawl toward pallets instead of toward other Survivors.

    Characters

    • Fixed an issue where certain VFX wouldn't play when switching between cosmetics.
    • Fixed an issue where The Trapper's "Iridescent Stone" add-on would not arm the last trap.
    • Fixed an issue where generators would not be highlighted white for The Knight when ordering a guard to break them.
    • Fixed an issue where certain Killer power icons would not become transparent during cooldown.
    • Fixed an issue where dying Survivors would be missing animations and movement from other players' perspectives after being discovered by The Knight's Carnifex.
    • Fixed an issue where status effects belonging to The Twins' Charlotte would be displayed while controlling Victor.
    • Fixed an issue where The Knight's Guard would not de-spawn when a Survivor picked up the Standard.
    • Fixed an issue where certain Nightfall VFX would not display from the Spectator POV when watching The Dredge.
    • Fixed an issue where The Nemesis' Tentacle Strike could hit Survivors crouching behind windows.
    • Fixed an issue where The Knight's Guards would struggle to navigate between tables and chairs in the Freddy Fazbear's Pizza map.
    • Fixed an issue where The Hillbilly could completely turn around when breaking a door while using the LoPro Chains add-on.
    • Fixed an issue where The Animatronic would slide toward the hook from another Survivor's perspective when hooking a Survivor.
    • Fixed an issue where The Knight's Jailer would have a delay before beginning to chase a Survivor.
    • Fixed an issue where The Animatronic's Fire Axe would disappear from a Survivor upon entering and leaving a locker.
    • Fixed an issue where Security Doors would not be highlighted in yellow if The Animatronic entered one while a Survivor was teleporting.
    • Fixed an issue where The Lich would display unselected spells after quickly choosing several.
    • Fixed an issue where smoke color would display incorrectly in the Spectator's HUD when watching The Clown.
    • Fixed an issue where The Lich's Dispelling Sphere could become stuck on his model.
    • Fixed an issue where The Knight's Guards would take a longer-than-intended path when a Survivor vaulted.
    • Fixed an issue where Broken Keys obtained from The Lich's Treasure Chests would not work.
    • Fixed an issue where The Executioner's Punishment of the Damned trail VFX would appear off-centered.
    • Fixed an issue where Survivors afflicted with The Animatronic's Fire Axe could not unhook other Survivors.

    Environment/Maps

    • Fixed an issue in the Badham Preschool map where players could not drop through a hole.
    • Fixed an issue in The Underground Complex map where invisible collisions blocked the navigation of players.

    Perks

    • Fixed an issue where Knock Out would remain inactive after dropping a Fragile Pallet.
    • Fixed an issue where the first wiggle skill check after being grabbed off a generator by a Killer with Unnerving Presence would be smaller than intended.
    • Fixed an issue where Finesse would not go on cooldown if a vaulted pallet was destroyed by a Killer's power.
    • Fixed an issue where Survivor auras were not revealed to the Killer when Blood Warden was equipped.
    • Fixed an issue where leaving a locker with Head On could be blocked by another Survivor.
    • Fixed an issue where players could get stuck when using Plot Twist at the same time they were grabbed by The Animatronic.

    Platforms

    • Fixed an issue where input settings were incorrectly applied to newly created accounts.

    UI

    • Fixed an issue where the "Lisa Garland" outfit was missing an earring in her in-game portrait.
    • Fixed an issue where the fire wings would not show up on The Wraith's "Phantom of Vengeance" outfit in the Store icons.
    • Fixed an issue where quest tooltips would still show their prerequisite quest needs despite being already unlocked.
    • Fixed an issue where declining a party join request would not send a confirmation popup to the requesting player.
    • Fixed an issue where the virtual keyboard would not load when adding a friend on Xbox touch interfaces.
    • Fixed an issue where the matchmaking popup would display the wrong text.
    • Improved animated smoke shader on tooltips.

    Miscellaneous

    • Fixed an issue where the game could softlock on the Tally Screen.
    • Fixed an issue where spamming the ready button could result in a connection error message.
    • Fixed an issue where the Fragile Pallet animation would not transition from the downed to upright position.
    • Fixed an issue where certain Survivors would not play voiceover related to crows when surrounded by AFK crows.
    • Fixed an issue where Fog Vial VFX would display incorrectly when falling after use.
    • Fixed an issue where some users could not unlock the Lost All Hope achievement.

    So after having time to properly try these changes and stew on them my thoughts have not changed from my immediate fears upon seeing these changes before i saw numbers, infact my fears are worsened.

    I am using "you" to signify the developer overall not the community manager. You have Developed the new system in such a way where as a killer it is physically impossible for you to regain pressure or even secure 1 kill in the later parts of the game. I cannot even secure a kill in end game with new basekit bt changes if I get hard gen rushed. If I am playing agaisnt a full gen perk squad or even 2 I am punished for trying to regain pressure at 3 or even 2 gens by trying to kill a survivor without making the game easier for everyone else. I am constantly put into spots where I am forced to lose or I lose harder. You have pushed these changes to live and done less than nothing to address why tunneling has once again become the dominant strategy, you infact made it harder to play the game for the lower power killers by nerfing every gen regression perk because apparently base kit pop goes on every killer warrants a nerf to most of the other popular gen regression perks.

    As for the slugging I think there is good here, there is a good idea, but 90 seconds on the floor for unlimited unbreakable is not ok thus is coming from a p100 oni player, the trade of 12.5%~ power does not equate to being hard punished for playing my killer the optimal way.

    Imagine if this was pitched the other way. "Gens take 150 seconds now, the killer gets an audio que when a gen passes 50% oh and we got rid of deja vu, resi, prove, removed all toolboxes and we buffed all gen regression perks." This would not slide in any capacity. This blatant favoritism towards one side that cause an en masse hemorrhaging of killer players is how we end up with band aid fixes like eruption again.

    Please I urge you to heavily reconsider these changes. I think in current state this is not the way to prevent tunneling, you should just deincentivize the play style to start, not punish, while you take a step back and look at the true reason why killers tunnel.

  • I am a p100 oni Infinite charge medkits feel like I can't get power consistently no matter how well in playing

  • @4thdslip said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977033#Comment_3977033

    Keys and maps cannot perform the exploit, according to my testing. Only the three traditional charge items can.

    Alright then that's my bad, but still the other 3 having infinite charges is inherently a huge problem it's why they have charges to begin with

  • @Teroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977012#Comment_3977012

    Potential Energy → you load to the game with the perk and toolbox and can instantly hop on a gen

    Streetwise → you need to spend 30+ seconds searching for a chest, opening it and stacking up charges, you also need to be lucky to get the toolbox from that chest, if you don't get it you add another 20s+ to find and open another chest

    You see the difference?

    Yeah, I see a difference, this is worse because this can give medkits, flashlights new maps and new keys infinite charges not just toolboxes. On top of that there are perks that literally let you get what you want from a chest?

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    You all killswitched potential energy within the hour of it giving infinite tool box charges and this bug is giving any item infinite charges. This is either the most tone deaf thing you all have done in a while or you're blatantly showing you guys favor the side of 4 over the 1. I lost 4 games in a row yesterday to 3 to 4 people using street wise and gen rush builds. It genuinely feels like you all do not truly care about this health update to your game anymore and don't care about the health of your game in general