Avatar

snowyhans

snowyhans

About

Username
snowyhans
Joined
Visits
295
Last Active

Comments

  • I've happen to me in trials that don't have any fog vials, can they appear in chests? Even still, I never saw one used and the bug still occurred.

    Dead by Daylight - 2025-07-30 12-09-38 AM.rar There was an error displaying this embed. DeadByDaylight.log
  • I have some video footage of the bug occurring to me sometime after catching a survivor in a locker and hooking them, no fog vials were present.
    Here's a clip where I only start a chase by hitting a survivor, I'm unable to retain it while I chase it too, you can see the chase end just before I get stunned by the score event.

    Dead by Daylight - 2025-07-30 12-09-38 AM.rar DeadByDaylight.log

    Logs included for developers.

  • @BlackRabies said:

    Is there any other killer in the game that gets punished so hard for just using their own power that Knight has? These changes to the banners can't go through.

    You raise a really good point and I think that feedback into my thesis question, What is the Knight supposed to be good at? because like-
    Let's just hypothetically say you're playing Wesker, there's only one survivor and the entire map is a single tile that just consists of a large circle of waist high cover.
    I don't care who you are, or how many hug techs you have, Wesker's power is not going to be useful in the slightest in this situation, if you continuously failed to use the killer power over and over again you would waste a lot of time, and reset your bloodlust a ton, compared to just toughing it out and going for the basic attack.

    But anyone who's played Wesker enough to be proficient at him would know that. Instead wesker players know to use their power in straightaways where your dash wont be obscured, (or use hug techs, yada yada, generalizing). These are situations where Wesker is supposed to be good.

    So again I ask, when is The Knight supposed to be good? Because if you keep using the Knight's power, and it feels like you're wasting your time, or you're being punished for using it incorrectly. You must not be using it in the situation it's supposed to be good. And so if it's not all the times I've tried to use the power, when am I supposed to? Because frankly unless the survivors respect my bluff that I have a good killer power and find themselves trapped in a room with one entrance and they're all injured. I really can't recall a situation.

  • @XDgamer018 said:

    If this change goes through you might aswel play nemesis

    Has a better pallet break with the tentacle wich can also work as anti loop AND isnt on a long cooldown like carnefex

    And also has 2 ai that are just there to occupy survivors

    And all of this without restrictions.

    Oh and as cherry ontop once the vaccines are used you get a straight up buff to tracking with the coughing

    Holy ######### this post is so true because I literally DO just play nemesis instead XD

  • @CrowVortex said:

    Visually it's great but audio is way too loud and very over the top that you can't hear other key sounds over it, in regards to power usage. So much so, i don't think anyone can sit for an extended amount of time just playing as that skin without their ears bleeding afterwards.

    Just a small example below.

    https://www.youtube.com/watch?v=doUwT-zWEW8&ab_channel=DStrike

    Girl, how dare you try put a queen down, the brother's performance is absolutely iconic, I love they way they're hamming it up. XD

    But honestly I really do love the voice lines. They're entertaining, and they made me realize the artist has a distinct sound for charging her power on cooldown, which I never knew artist did before playing with this skin.

  • @sethrollins said:

    Clown is OP on PTB with 2 speed addons, add Rapid Brutality and it's fast -4 in every game

    I bet, it's such a shame because I don't really want to play clown like that, I want to play area denial after all.

  • So after giving my hand at a couple of clown matches I'm really not impressed or even upset, it's a very lukewarm feeling, My matches went fine but there were definitely instances where my preferred playstyle for clown lacked opportunities that I had before.

    It's not like clown is ruined, and just like heinously bad it's just that I feel ostracized from playing a killer I didn't really much encouragement to play anyway.

  • I also think slowing down his movement speed discourages drawing paths significantly, and have the vague feeling executioner players already don't care to draw paths.

    I just feel like while the change successfully targets the problem of the executioner's zoning ability it also significantly damages his unique ability to corrupt the trail grounds, and I find this very sad. I just wonder if there could be some kind of elegant condition where Rites of Judgement is only slowed in or around chases, allowing the executioner to draw trails as he does now.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958782#Comment_3958782

    Or it becomes a feature wherein holding the shift key sets you to 70% movespeed and grants Undetectable after 2s of continuous holding (Stalking). (probably tested as a event feature/class perk)

    Or if we wanted to go even further maybe insidious could be maintained with walking, but I don't think walking needs to have even have that much mechanical viability, I just want it to be dramatic for fun.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958913#Comment_3958913

    How slow though? With a controller you access to a range of speeds but with a keyboard, with the suggestion of a walk button, only two speeds.

    I said in the original post, what ever is the speed threshold for the walking animation, I don't know how animations blend between each other and what speeds that happens at so that's up to the developer who have that information, haha.

    And I only want the two speeds, one thing I've always disliked about walking with a analog stick in any game is that it's hard to keep your thumb still and maintain a fixed speed over a distance, especially while turning. It takes away from the drama I'm trying to create if my character can't maintain a straight path and consistent speed, ya' know?

  • @Shinkiro said:

    Most clowns literally just do nothing but skilllessly throw purple after purple spamming hinder making the chase boring as heck because there isnt really one. I'd rather go against 100 ghouls in a row than the boring garbage gameplay that is clown bottle spammer as a baseline.

    Gut the purple or its hinder value and emphasise the yellows more.

    I definitely agree that spamming purple bottles is a problem, but that was why when clown was first introduced he slowed himself down with each throw, this meant unless you effectively blocked an area throwing a bottle directly at a survivor was a waste of time. Because the Clown isn't huntress, his bottles aren't meant to hit survivors they are meant for area denial.

    This is to say I'd rather the movement speed make a comeback rather then weakning the tonics themselves.

  • @LordGlint said:

    I feel like we need to try it out before making a decision. A

    Definitely, once I get a chance to test it in practice it's probably fine, This discussion should be mainly about first impressions and initial concerns.

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958831#Comment_3958831

    True but purples objectively are the most fun and skillful part of Clown's kit and those changes are clearly dumbing him down by putting both bottles usages in competition with each other. 1 yellow should not be worth 1 purple by default. People who love yellows more already can give the edge to their yellow bottles via addons, there's no need to reshape his default ecosystem like that.

    I don't really think I agree with this at all, I think the invigoration bottles are a good addition to the Clown overall, I just don't like the idea of being strong armed into using them, I'm happy ignoring them and that's really my concern at the moment.

  • @Mr_K said:

    If you're sleeping on the yellow bottles then you really should reevaluate.

    It's not that I'm sleeping on them it's just that I deliberately do not want to integrate them into my gameplay despite their usefulness. And I'm not interested in the killer design being adjusted to force my hand. I don't find that gameplay as enjoyable and I'm expressing myself now. I know the yellow bottles are very powerful, but that's not really the focus of my point with this discussion.

  • @ratcoffee said:

    I think it isn't meant to be an emphasis on the yellow bottles so much as feeling like they accidentally emphasized purple bottles too much and wanting to make them feel equal. Obviously if they actually managed that remains to be seen

    Over emphasized? The tonics ARE the killer power, now I'll admit I have bias in that Clown was the first killer added to DBD when I played, and it was a very exciting time for me. Back then, clown ONLY had the tonics, so for me, they ARE the power, the invigoration bottles are just something to make him more "competitively viable" I don't really care about that, I just want to exclusively use the purple bottles because that's what that interests me about Clown personally.

  • @IrisLP said:

    I guess it's because being a killer doesn't mean walking, but rather maintaining a steady pace. I mean, if I were a friendly killer, it would be fine and fun, but that kind of thing has been cut back over time. I think very few people care about having fun in DBD anymore; they only care about winning and being competitive.

    Yeah and I'm not one of them, I play DBD to have fun! I wanna down a survivor through a window and walk my slow ass around that window, letting my form disappear behind and wall, only for the red stain to spill around the nearby corner and for the monster to show itself soon after. I love Dead by Daylight for the drama and theatrics it already naturally creates with it's gameplay and I want more, that ######### is HOT.

  • @Mr_K said:

    PC version supports controllers.

    Sure but that's obviously not what I'm talking about I'll be honest mostly because I have never liked holding an analog stick at the a partial input like that, It's so hard hold it there consistently with the grace I want out of the drama I'm trying to create. And obviously I'm not going to have my controller on hand while I play on keyboard just to slow walk badly.

  • Ideally this wouldn't change anything, like I said this feature doesn't even have to be apart of the default control scheme and would only SLOW you while you hold the input. Different and unrelated to how walking / running works for survivor, if that's how you're thinking. This would just be an extra option I don't expect many players to engage with, which is fine.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958536#Comment_3958536

    yeah that's the point they're making, on m&k you only have one speed But It Would Be Pretty Cool To Have Two Speeds

    personally i think holding the ctrl button (or whatever's bound to crouch as survivor) should let you limit your movement speed to walk speed. this would have two purposes: first, sometimes around ledges you want to not go rocketing off the edge and having a way of cancelling momentum that isn't using the lunge slowdown would be nice, and second, i want to be able to look at the survivor and then walk off dejectedly when i get pallet stunned as chucky

    I think with the default controls on keyboard shift is unused for killer, right? I'm imagining if you held shift it'd toggle on walking mode.

  • On further review of the footage, I suspect that it's the end game collapse timer expiring the caused this bug, rather then the survivor or cosmetics present during. As the bug begins exactly in time with the stinger sound effect.

  • Same thing happened to me because I got stunned by a pallet at the same time I got stunned. Here's a video clip.

    https://youtu.be/020xWMgdkRc

    The bug persisted for the entire match, I was still able to preform every killer action aside from using my killer power. it was very sickening and gave me a bit of a headache. Knight is in such a sad state currently, nearly every aspect of his power is plagued by bugs and something needs to be done immediately. It's absolutely unacceptable the knight is like this.

  • Adding to this, the cosmetic set doesn't close it's eyes properly during The Clown's mori animation, so it's purely a visual bug it is slightly less benign in that context.

  • From a few clips I've seen and my own experience, it seems like this bug happens if the survivor gets trapped mid vault. Because notably the trap snap sound doesn't play and the survivor skips the "getting trapped" animation, and goes immediately into the struggle pending stage. This odd behavior must break something in the bear trap that causes the trapper to get soft locked. Perhaps a server client desync where the server believes the trap is still armed and is trying to put the trapper into the "stepped on trap" action?

  • Clown's "Cooking Knife." (Partially, particles do not extend over the entire weapon.

    image.png

    The Spirit seems to constantly cause this bug from my limited testing, I have few spirit cosmetics but I couldn't find a combination that DIDN'T cause this bug to happen, could be due tot he complicated nature of her weapon?

    image.png

    Legion's "Boot Knife," "Survival Knife."

    image.png


    All owned Plague weapons cause this bug.

    image.png

    Ghostface's "Tactical Knife," "Silvery Steel Tactical Knife," and "Wet Tactical Knife."

    image.png

    Deathslinger's "Radical Badland Grit (4th Anniversary)," "Violent Death to Bayshore," "Rail's End," "Rails Razor," "Emerald Plight," "Chocolate Spike."

    image.png

    (Both bugs mentioned in this threat occurring at once)

    Suspicious Vertical line inside the Cenobite's body, perhaps a dormant chain? (Most visible with the "Garment of Torment")

    image.png

    Those are all the problematic cosmetics I could find with the one I own, as I was unable to reproduce this bug in the cosmetic shop. I could have missed some, I was mainly looking at weapons as those seem the most frequent offenders but it's possible some other cosmetics are bugged partially like the Clown's Cooking Knife.

  • A some what related issue is that on some Prestige killer weapons, the bloody viens do not fade away with the rest of the weapon. This includes:

    Hillbilly, Nurse, Shape, Doctor, Cannibal, Nightmare, Pig, Clown, Deathslinger, and Blight.

    I am unable to verify if this problem extends to:

    Spirit, Plague, Demogorgon, Executioner, Twins, Trickster, Artist, Dredge, Mastermind, Knight, Skull Merchant, Singularity, and Good Guy.

    On account of not having those prestige weapons, however:

    Trapper, Wraith, Huntress, Hag, Legion, Ghostface, Oni, Nemesis, Cenobite, Onryo, and Xenomorph.

    Are all confirmed to not have this problem.

  • Almost same thing happened to me on PC, I played a ghostface game, completed two dailies on one go, clicked claim all and not only did it not claim all but I lost my third unrelated daily. I was able to check again and claim the second daily I did complete so I think I got the bloodpoints I should have but I'm not sure if I somehow got extra.