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The dog needs to move faster when running back to the killer, to prevent desync issues
The dog needs to move faster when running back to the killer, to prevent desync issues. The dog sometimes desyncs from the killer because the game thinks it's next to the killer, when it's actually a bit away trying to catch up. This most often happens if the killer uses her power after falling, but can also happen if the…
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Many things about the new killer are too loud from the killer side
Many things about the new killer are too loud from the killer side The dog panting by the killer's side is too loud The killer whistling to command the dog is too loud The killer making random noises while she's moving on a search path is too loud Basically, the survivor sound volume in this game keeps getting worse and…
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Shoulder the Burden should tell the killer which person used the perk
Shoulder the Burden should tell the killer which person used the perk Before this PTB, asking for a hook counter on the killer's HUD was only a quality of life request, because people could just memorize (or use a pencil and paper) to keep track of hook states. With this perk, the killer doesn't reliably know what the hook…
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Shoulder the Burden should only work on a survivor once per game
Shoulder the Burden should only work on a survivor once per game. It's fine if someone wants to give a survivor 1 extra health state. But SWFs can currently use this on the same survivor 3 times in the same game, which is way too much. This suggested change is fine, because it doesn't really affect normal games, and only…
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The redirect command is way too clunky
The redirect command is way too clunky. When I try to redirect, the camera view SLOWLY moves to the dog's point of view, then I need to wait until the camera view stops moving before I can start turning my camera, and then I turn my camera to aim at the survivor… and by that time the survivor already moved behind a line of…
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The new Springwood window should be moved to the wall left to it, so it can't be fast vaulted
The new Springwood window should be moved to the wall left to it, so it can't be fast vaulted by survivors that are looping around the upstairs. Edit: Adding pictures…
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The community Dredge skin will literally be unplayable if the arms take up too much of the screen.
The community Dredge skin will literally be unplayable if the arms take up too much of the screen. And the reason I say this, is because this is what BHVR did with the rift Dredge outfits, where the rift outfits look amazing and I'd really want to use them…. but I can't because the arms STILL take up massive portions of…
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Actual video proof of the short M1 attack bug, that can steal hits from the killer
SUMMARY OF THE ISSUE: Actual video proof of the short M1 attack bug, that can steal hits from the killer PLATFORM: PC STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: The beginning of the video shows me moving my mouse, to show that whenever I move my mouse, the OBS overlay shows that I moved my mouse. The OBS overlay…
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Can the acknowledged scratch mark bug, be added to the Known Issues section?
Can the acknowledged scratch mark bug, be added to the Known Issues section? The updated scratch marks was supposed to be a major patch feature, and its bug finally got acknowledged, but I don’t see it on the known issues list.
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Killers are forbidden to lunge if they are too close to a survivor, which can steal hits.
Killers are forbidden to lunge if they are too close to a survivor. It doesn't matter if a killer is holding a direction and the M1 button at the same time, because the game will force a short M1 tap attack if the killer tries to attack while right next to a survivor. I'd even claim that many of the aim dressing complaints…
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Scratchmarks still can't appear on objects that lack collision
Scratchmarks still can't appear on objects that lack collision. This is happening on live DBD, and hasn't been fixed in the PTB.
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PTB Unknown’s staring mechanic still doesn’t actually require staring
PTB Unknown’s staring mechanic still doesn’t actually require staring. Survivors get a 1.25 second buffer after looking at the Unknown, and there isn’t a minimum amount of time they need to look at the Unknown for the buffer to happen. This means a survivor can quickly flick their camera to the Unknown once a second, and…
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Is anyone else disappointed that we got Vecna stats instead of early PTB notes?
Is anyone else disappointed that we got Vecna stats instead of early PTB notes? BHVR took over a year to release the massive disaster Twins rework, that got mostly reverted. And we’ve basically gotten zero previews on what the upcoming Twins PTB changes will be. But instead of early PTB notes, we get official stats that…
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New scratchmarks are bugged on some objects (picture included!)
The new scratchmarks are bugged on some objects. Any object that doesn't have collision, like the tall grass on the swamp maps, can't show scratchmarks, which means the scratchmarks get hidden under the grass. Other objects, like this giant net, also don't show scratchmarks correctly, as the scratchmarks can't show up on…
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Frank Stone’s “Cutting Floor” is really awful
Frank Stone’s “Cutting Floor” is really awful. The entire point of timeline switching, is the player should jump backwards in time to make a change, then be able to jump forwards in time WITH THAT CHANGE INTACT. But the Cutting floor feature doesn’t let players select a timeline, and therefore if they jump back in time to…
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(Dev Notes) Please don’t make it more difficult for Nemesis to get T3
Please don’t make it more difficult for Nemesis to get T3. Today’s dev post said the requirements for Nemesis going from T1 to T2 are being reduced, and Marvin’s Blood will be adjusted accordingly. ….But if Marvin’s Blood is getting nerfed, and the T2 to T3 requirement is staying the same, it means it will be more…
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Like 95% of Trappers in 2v8 just hold a "3-gen" for the entire game.
Like 95% of Trappers in 2v8 just hold a "3-gen" (actual number of generators are higher than 3) for the ENTIRE GAME. I haven't seen killers try to 3-gen this much and this badly, since pre-nerfed Skull Merchant. Really, what did anyone expect Trappers to do in a game mode with super huge maps, when his power requires a…
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Singularity manual scanning time should stay at 0.6 after the future update...
"In one of the following minor updates, we will be bringing this feature back as an optional mechanic and making one further adjustment: [NEW] Holding the Ability button when taking control of a Biopod will cause it to automatically aim at the nearest Survivor. Tapping the button will take control normally." Singularity…
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Still sight + open handed = 40 yards of on-demand killer aura revealing???
Still sight + open handed = 40 yards of on-demand killer aura revealing??? How in the world is this balanced? Survivors that are trying to hide are fine with standing still, because they're hiding instead of trying to work on objectives. Does this mean SWFs can have one person as a "look out", and use voice comms to warn…
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Is the forced short M1 attack intended or a bug???
Is the forced short M1 attack mechanic, that can steal hits from the killer, an intended feature or a bug? I opened the below bug report literally 12 months ago, and it’s still “under review”. Will BHVR ever tell us if this is a bug or not? Forced short M1 attacks can steal hits from any killer, and it could happen in any…
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Survivors will know when Ultimate Weapon reveals them…..
Survivors will still know when Ultimate Weapon reveals them, because the perk still inflicts blindness. Can someone from BHVR explain this to me? Is the blindness effect being removed?
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Making an event that adds splashes of red to the game, is AWFUL
Making an event that adds splashes of red to the game, is AWFUL. One of the biggest criticisms of maps like Borgo, is that having too much red on a map makes it difficult to see red scratchmarks, red pools of blood, and red auras........ and BHVR takes this feedback, and creates an event that's dedicated to adding splashes…
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Clown’s iri pinky addon is a huge nerf
Clown’s iri pinky addon is a huge nerf. Going from 3 bottles max to 1 bottle max, is a huge nerf. Trying to hit a moving survivor directly with 1 bottle isn’t very realistic, and often Clown would indirectly hit a survivor with a bottle, to slow them down enough to land a direct hit with a bottle. Huntress only having 1…
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Islands of Insight is a new Behaviour Game?
Islands of Insight is a new Behaviour Game, that's being released this month? I've seen zero advertising on this, and it just popped up on my Steam list because I've played Outer Wilds. I saw so much advertisement for Meet Your Maker, and I don't understand why I only found out about this game because Steam considers it…
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Can the Myers grab kills get a big nerf, since Sadako and Pig got their alternate kills nerfed?
Can the Myers alternate kill get a big nerf, since Sadako and Pig got their alternate kills nerfed? ...Sadako gets a super nerf to her condemned kills, to make it much much easier for survivors to avoid getting condemn killed... ...Pig is getting a super nerf to her trap kills, to make it much much easier for survivors to…
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Can we have an FoV slider that isn't the bare minimum effort?
Can we have an FoV slider that isn't the bare minimum effort? This is the only major quality of life or accessibility feature announced for killers, and it feels like no one cares. The FoV slider should also be a quality of life feature, and it should go up to 110 horizontal FoV. I've played so many games with FoV sliders,…
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Merged: Excessive hiding will be the strongest counter play for 3-gens
This discussion has been merged.
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Can we have an experiment for showing perks in lobbies, like how we experimented on hiding prestige?
Does everyone remember when BHVR had the experiment for hiding prestige levels in lobbies, where some people were part of the experiment, and prestige levels were hidden from the lobbies? Can we have an experiment, where some people can see other survivor perks in lobbies? It would just be an experiment, where only some…
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Can BHVR make game changes to encourage survivors to work together, to help bridge solo q / SWF gap?
"Q: Although the gap between SWF and solo survivors has been reduced quite significantly since the addition of the survivor activity HUD in 6.5.0, there is still a notable power imbalance. In my opinion, this is caused particularly because of two reasons: (1) the lack of shown progression for non-repairing and non-recovery…
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Main event going from 3 hits to 8 hits is terrible. Trickster just went back to being a worse Huntre
Main event going from 3-6 hits, to 8 hits is terrible. Trickster just went back to being a worse Huntress. 1) Main event requiring 8 hits means that if he's chasing someone that's injured, he can waste the main event if no other survivors are around, because main event will often unlock right as the survivor gets knocked…
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The super green tint should be removed from Hawkins
The super green tint should be removed from Hawkins. It's outdated, and we don't need maps that have a super saturated glowing effect. It's also annoying when the map just keeps switching between normal tint and super green tint, because the super green glow is sometimes just randomly sprinkled throughout the map in small…
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Survivors shouldn't be able to just run straight through the middle of a Skull Merchant drone...
Survivors shouldn't be able to just run straight through the middle of a Skull Merchant drone, to avoid getting scanned. Currently, the laser beams attach to a drone, but the drone itself doesn't contain a laser hitbox, so survivors can just run through the drone itself to avoid getting scanned by a laser beam.
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Low Power Mode should still allow Skull Merchant to use the "rotate drone" button
Low Power Mode should still allow Skull Merchant to use the "rotate drone" button. With this suggestion, the drone would, by default, not rotate at all. But if Skull Merchant used the "rotate drone" button, then the drone would start rotating. If a drone is rotating, and Skull Merchant wants it to stop rotating, then she…
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How long do we think ASAP will take?
How long do we think ASAP will take?
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Does anyone have the specific details for the new anti camp mechanic?
Does anyone have the specific details for the new anti camp mechanic? The patch notes are so vague on how the anti camp mechanic works... 1) What are the difference ranges involved, and how much unhook progression does each range give? 2) How does the unhook progression gain rate get affected by 1, 2, or 3 unhooked…