poinepp
poinepp
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also make them longer!
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the ding sound should not play after one second as it is now it is supposed to be in sync with the start of the scream like it used to be
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065727#Comment_4065727
Is it? I swear a random of mine used Kindred and I could not see the killer at all.
I'd have to test it, but thank you - if not, it still needs to be implemented. No reason for bringing a basic Kindred and you can't even see where a Bubba goes without the bubble obscuring the killer and it would be nice to not have to use it all the time with Open-Handed.
I'll play with my Rebecca build and see (Kindred/Reassurance) sometime today.
well yes it definitely is fixed, the reason you may not see any auras is bc the aura revealing mechanic being a bit tricky. If the player isnt behind any solid object you just dont see the aura bc the game thinks you have clear line of sight to that player so maybe you were in that direction where you didnt see auras or you were afflicted with blind status effect
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/465263/custom-aura-colors
Can we get a bubble change? I know that's a spicy ask, but I would like to use Kindred without having to pair it with Open-Handed each time.
It worked like that prior, but now all of a sudden you can't see the killer if they leave the bubble quickly as the bubble obscures information - as you know information is important for information in soloq or just in general for other survivors.
Anyways, I will attempt to see about the aura color changes but that's a point of contention that's been brought up dozens of times and it is in the realm of aura/bubble.
hook bubble no longer blocks auras tho since krasue. It was already fixed
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I am definitely going to read all of this bc such an amazing concept you got there and since The Deadlights is almost the level of The Entity cosmic-wise maybe lore-wise it would make sense that the deadlights would join the fog to accompany the entity and giving his pennywise form a killer role in the realm. Your concept is actually closer to this side so hopefully it will come out this way if they ever wanna consider a collab
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and that would make the screams considerably longer! i wish they did that even tho they still make a 'scare scream' its not enough
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@JanembaJanemba said:
I suggest that the original scream be tied to using the Scene Partner perk. Because I doubt many people would be using it on Steve while not being for the purpose of the Steagull.
i dont think they can tie a spesific audio file to a perk for it to proc. Because that scream is considered a ''scared scream'' that would mean adding all of his old screams to that file therefore those audios would be heard when you get grabbed out of a locker, or scream by any means from a perk. The coding would be messy i am afraid
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@Balrog said:
I don't want to sound like a broken record, but we do take all relevant feedback to the team. As a part of the Community, it's up to the dev team to decide what to do with that feedback. We see everything, but replying to everything just isn't possible I'm afraid.
so you still pass along the feedbacks that dont have many interactions on forums? The ones that would be harder to find for y'all so i dont have to worry a random minor feedback post ive made a year was still seen
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009664#Comment_4009664
Originally (as far back as I played, anyway) the volume was lower and they were shorter. They've been changed a few times in the years I've been playing, so I can't speak for the days before spirit, but they have gotten worse both in volume and length since. for "immersion." I'm glad they aren't as long as they were at that one point though, I swear they were as long as a whole BBQ proc at one point. I've always had to alt tab out or hit the mute key for a few seconds each time depending on which role I was playing.
Its just a problem we really don't need to have nearly a decade after release. It could have been fixed ages ago with something as simple as an audio ducking or peak limitation option. Apparently people have been using audio adjustment software on their whole OS just to apply peak limiting for DBD screams alone. The length of the screams is more of an annoyance, but the volume difference from quiet sounds is definitely the worse of the two.
Actually, I'd love if it were possible to see the dB ratings of the loudest and most quiet sounds in the game, before applying variables like distance falloff or purposeful obfuscation. Pitch could obviously play a pretty big factor as well, but I feel like just comparing the wavelengths in some free software like audacity would tell a pretty interesting story.
i remember they accidentaly unlocked the cap for how long the screams will last when skull merchant chapter came out and that lasted up until nicolas cage patch so that was the time frame where they were going wild but at the same time tho some of the long screams were kinda cool and hilarious then again they went back to 3 seconds duration(previously it was around 2-2.5 ish, before the long screams were introduced with sm patch)
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009318#Comment_4009318
I'll never understand why people line up to dismiss such a simple option request. It seems like the biggest arguments against it are just apathy more than any actual valid reason. Probably why the topic keeps popping up from newer users and then is promptly ignored every time.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009313#Comment_4009313
Give killers the ability to "calm spirit" individual survivors on demand then. Or just make an option for all players that locally cuts the dB of hook screams in half or something. In fact I seem to recall that we shouldn't be locking basic options behind perks. idk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009308#Comment_4009308
How is it a core gameplay design when they used to be less ear piercing? Killers have been smacking survivors immediately after hooking them for years because of this, which in turn many survivors take as BM if the scream doesn't bother them personally. Mute focus has been bugged to not work at multiple points in the game's life, and its a luxury console players don't really have aside from dropping their controller and grabbing their remote to quickly adjust the volume or mute it in time.
People can make arguments for the immersion, but they'd be selectively pretending the game is still 2016 DBD. I'd prefer engagement on the issue, but I am now ready for the flood of downvotes without any actual arguments as to why having the perception equivalent of excessive volume peaking is quintessential to the DBD experience.
they were 'more' ear piercing by being quite long a while ago before they shortened them to what they are rn so its better than what it was originally in that regard
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its one of the core gameplay designs if you are personally too uncomfortable with it just alt+tap for a split second then ur fine
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@Mandy said:
Often in the PTB we only use placeholders, so it's not the final versions…which is why it changes to Live.
i am sorry but this sounds a bit strange regarding certein killers like xeno and oni. Onis made it to live but then changed a year later bc i assume it was a bit loud. Xeno too, it was too cool to be a placeholder and the siren like sounds resembled the actual nostromo sirens which sounds intentional that the devs intended it to be like that
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I still cant get over ptb xeno chase music it fit him perfectly
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same thing here
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q times are so bad and also having to deal with cheaters back to back after waiting in kıiller q for 10 minutes is so frusturating
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how this is an issue? its literally the voice actress' voice work and you put it in the bug report?
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does that audio fix fixes the acoustics effects that are missing in the lower floor of the game map also?
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@Soma_RTA said:
I always thought they were fine people are only complaining about them more now because they are bugged and show for about 3-4x times longer than normal
hook bubbles have always lasted 5 seconds since 2019 the problem is that they block aura reading which they didnt before dredge patch
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they should be like this
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heavy on old lighthing
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https://open.spotify.com/track/4vqp9GaO7RVkinyrYY5W6R?si=08862bacec084ca3
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eventually
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871167#Comment_3871167
https://us.v-cdn.net/6030815/uploads/Z7LXGWH9TS8F/hook-bubble.png
According to Many, it's part of the purpose of both the gen bubble and the hook bubble.
they said this many times yes and i dont get it it wasnt even like this before
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@jesterkind said:
I don't mind the bubble itself as a visual cue but it shouldn't block auras, for sure.
The same goes for completing generators, it hamstrings perks like Bitter Murmur. If auras could be seen through those two bubbles, it'd be a lot less frustrating.
the fact that it wasnt like this until not very that long time ago…
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@I_Cant_Loop said:
I like the way the old Ormond map looks. Don't mess with it!
og ormond looked darker and more foggy just like how the new lake mine does so itd fit it perfectly to bring it back
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Please this is a need!
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@tricks5776 said:
sucks that this is just a bug because that black bubble blocking auras makes zero sense.
Literally no one wanted this thing to stay yet they still decide to keep it that way like its the end of the world if they revert it back...
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seriously nobody other than you here complained about such a perk as far as I am aware. Those ''toxic'' teams will eventually give you the 4k for the most part since they are not playing to do the gens usually
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and It looks so pretty and foggy unlike other maps nowadays the snow, darker lighthing so cool and I am pretty sure they are gonna give it to us someday
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Actually this map feels like the old Ormond before rework since its noticable it has a differend darker and more foggy lighthing than other ormond maps and I liked it so much
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@GentlemanFridge said:
I think this one's intentional, actually.
Some smaller items, particularly the keys, were really difficult to spot when they were held so close to their body. Granted, by now keys are nowhere near as big of a gamechanger as they were back then, but that still wouldn't make it a bug.
that might also be true but this bug didnt just come out of nowhere actually they first took out the full animations in artist chapter, then made it so they hold items far when knight came out and then with ue5 update broke some more survivors holding animations like yui and mikaela, especially they used to hold the items quite noticibly near their body till ue5 update
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almost bugged for 3 years I hope these things get attention and get fixed someday
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Sienna too please shes such a perfect final girl
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@Xernoton said:
I didn't play back then but I want the old animations back just for the nodding. The way their entire upper body would move when you were nodding, looked so goofy.
you could also nod while runnig and it looked so goofy seeing a dwight running by, his head fully looking up
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one thing I am missing is that basement and gates used to be hallowen themed with pumpkin and ghost figures everywhere now they also stopped adding those decorations
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I am afraid the best you can do is just focus on the sounds around you
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@IIITweedleIII said:
No no. I absolutely agree, but to an extent. They needs to finally get rid of hooks, after 9years of this system. It needs to become Entity's Cages. And this'll solve Killer Facecamping. If they even proxy camp a certain meter away they should move away like Pyramid Head's cages do. And also, unhooks that are actually done safely gives both endurance. But if the killer justcaged them, it has a timer so that killer is given time to leave before Survivors go for a rushed unsafe save. A proper time to uncagimg this make mates go do something more then rush save. Preventing tunneling way better than the system now is.
they would need to rework tons of perks related to hooks tho
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Commenting here to confirm. Thank you so much bhvr! This seems fixed now as of the latest bugfix patch!
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Its bearable with desparete measures actually
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I adore Sienna she would fit dbd perfectly but I doubt Art would because his gore is over the top and even too much for a game like dbd Idk how would they figure out his power in that regard
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bring back the active zones along with the unique cool survivor running animation in the radius. But drones still will not be detecting anyone whos standing still or doing actions
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@HolyDarky said:
There are many points to keep in mind:
- @Seraphor already explained that some players don't play that much or often which means they need more time to finish the tome pages. I've finished the first page on it's release but some players need more days or can't play this week.
- The developers made the challenges much more easier. No longer never ending challenges like break 50 Pallets, repair 15 generators, cleanse 20 totems, hide next to the killer for 120sec without being caught, play between Sunday and Monday during an eclipse. Nowadays, we have "play as Dracula/Trevor for one match." or "be chased for 30sec". This means players who play the game very often can finish them much quicker.
- There are fewer challenges: the developers reduced the challenges per page, which also makes it easier to fish.
One change that could be done is to add a fifth page. This page is a special one where you can only do challenges for the feature characters (e.g. for Dominus, there will only be Dracula and Trevor Belmont challenges). This would benefit the players who have the characters, but players who don't own these characters are unaffected while still being able to finish the tome.
yeah I actually liked this idea too! It makes more sense and yeah ofc not everyone can have the time to finish all it all but maybe put out 2 pages at the same time instad of 1 also an idea I thought about
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@Machiine said:
Has there been any update on this ? I would like to play DBD but im not returning until these issues are fixed.
they said they are aware of the issues but theres not a spesific given time for a fix yet…
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I really think active zones should return but they still should not be triggered if the survivor isnt moving or while doing objectives plus survivors had a really cool unique running animation in that radius so Itd be nice if it came back
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813117#Comment_3813117
Favorite year/animal? 😊
2023 /rabbit one was my fav
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812664#Comment_3812664
What did you like about it? And yeah it was a good one.
I really liked its simplicity and different concepts each year with different associated animal
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I really miss lunar new year event
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I knew something was missing but I have one question is nemesis supposed to do it randomly or is it just there after certein x hit
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I dont think it needs any furter graphical improvement it kinda became a competetive game and you dont look for much graphic in those games plus it makes it available for people with low- mid system specs to also run the game. But of course physics, hairs and clothets might need updates I agree with this
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@Skillfulstone said:
In my opinion, current Kindred should be partially basekit and Kindred itself should be a tad stronger, hear me out;
When someone is hooked, all Survivors can see other Survivors (NOT the Killer's aura) basekit, this would help bridge the gap between SWF and SoloQ (something that should be aimed for and that the devs have said were something they aim to do) by not mistakenly leaving the Survivor to die (if they see a Survivor letting go of a gen on the HUD but not in chase, it's easy to mistakenly assume they are going for the save without some form of info) or going for a two-man save that is not needed.
Kindred itself would keep it's current effect BUT would get a buff and a partial revert, the aura-reading would stay and would show through the bubble. To make the perk truly be something to help give info and something to help rescues (as well as deter camping to some extent) as long as the Killer's aura is revealed by Kindred all Survivors would gain a moderate boost in healing speed, nothing too insane (the objective is to help coordinating saves, not weaponizing someone getting hooked in the form of gen-speed, there's too much gen speed perks already. The healing boost would make resetting for the save faster if the Killer stays too close).
It worked see through for auras for 6 years and I find it so funny that out of nowhere they decided that it should block auras instead

