The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update
The November Developer Update is now available: https://forums.bhvr.com/dead-by-daylight/kb/articles/481-developer-update-november-2024-ptb
Comments
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I had this happen to me too
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Still not fixed, tried again on PC.
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This is intended. This was to eliminate Dead Harding for distance. With the PTB Dead Hard you could still DH for distance if you timed it perfectly because there was no time between the Endurance ending and you being actionable. They basically gave DH endlag, which it always should have had.
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A lot of perk names are censored for some reason
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I also would like to add, that if you are doing any kind of action during a rubber band there is a chance you can get stuck in it permanently or be locked out of it for the rest of the match. If you have a charge and hold power as a killer, and you rubber band, you can literally be locked out of your power for the rest of…
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I have had this happen to me multiple times as well. Sometimes when trying to fix it (everyone unreadying and readying again) the game suddenly kicks the people who were affected by it. It always happens after a match ends and I've never seen the bug occur when we are all first in the lobby.
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You can even stay in a locker and crows won't appear as long as you exit the locker every 55 seconds or so. I had a game held hostage in Midwich where both survivors were hiding in lockers for 10+ minutes. No one got crows, because both were exiting lockers or changing their hiding place. You can say it's my fault, but…
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I have the same issue, but it isn't always consistent. Maybe it has something to do with a background process closing slowly.
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The same is true for me. I am colourblind and that map is unplayable even with colourblind settings on. For Killer I constantly have survivors break out because I can't see hook auras, I have no idea where gens are, once the gens are done I can't see the exit gate auras. BBQ and Chilli is useless on that map along with any…
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Iron Will does not cover your "downed on ground" sounds, you can test it yourself. And no, Iron Will was never supposed to cover that. And to your other frankly stupid comment, survivors are supposed to make noise on the ground so you can locate them.
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It's just baffling how so many minor bugs are fixed each patch but a major one which has been known for over a year has not been fixed. If a survivor crawls into some random bush on Dead Dawg Saloon to take game hostage you will never find them unless you check every bush.
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I think it's important to talk about things the good idea of the emblem system could achieve that it currently doesn't. I think the last bit of your comment would take some more creative thinking to resolve. However for my idea, the game already has a system in place that punishes camping and not saving so it would be…
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"Widely considered one of the worst killers" doesn't mean a killer is strictly bad, there will always be that killer that is the worst. The only killer I can think of being worse than Clown are three others. Myers, Doctor, Pig and Clown are the four killers that are interchangeably considered "the worst".
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The biggest problem to me is getting exhausted on the ground with Dead Hard. There should be some kind of rollback system for when the game realises you have used Dead Hard and are exhausted and got hit. This isn't a small bug either, as whether your Dead Hard actually works properly or not can determine a game. Right now…
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Every time the non-undying hex is cleansed, it drops a tier. Example: Someone cleanses Hex: Ruin III, and it drops to Hex: Ruin II when it revives. When Hex: Ruin Tier I is cleansed, it can no longer be revived.
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A sort of Anti-Thanatophobia: Beacon of Hope Knowing you aren't alone in this fills you with hope. Every time a survivor is healed from Injured to Healthy by another survivor a marker appears at their location and gain a 15% action haste to repairing, healing, sabotaging and vaulting for 10/15/20 seconds.
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You have a good point that there is a really common and strong perk that requires dull totems to be cleansed, but most of the time NOED only results in one kill against good survivors that are not trying to play altruistically. There's a reason why good killers don't run NOED as often as other perks and that NOED…